2011-02-23 11:52:22 +01:00
/*
2008-01-07 20:13:47 +01:00
* * * * * * BEGIN GPL LICENSE BLOCK * * * * *
2005-03-27 22:34:18 +02:00
*
* This program is free software ; you can redistribute it and / or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation ; either version 2
2008-01-07 20:13:47 +01:00
* of the License , or ( at your option ) any later version .
2005-03-27 22:34:18 +02:00
*
* This program is distributed in the hope that it will be useful ,
* but WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the
* GNU General Public License for more details .
*
* You should have received a copy of the GNU General Public License
* along with this program ; if not , write to the Free Software Foundation ,
2010-02-12 14:34:04 +01:00
* Inc . , 51 Franklin Street , Fifth Floor , Boston , MA 02110 - 1301 , USA .
2005-03-27 22:34:18 +02:00
*
2005-03-29 18:43:39 +02:00
* The Original Code is Copyright ( C ) 2005 Blender Foundation .
2005-03-27 22:34:18 +02:00
* All rights reserved .
*
* The Original Code is : all of this file .
*
* Contributor ( s ) : none yet .
*
2008-01-07 20:13:47 +01:00
* * * * * * END GPL LICENSE BLOCK * * * * *
2005-03-27 22:34:18 +02:00
*/
2011-02-27 21:40:57 +01:00
/** \file blender/blenkernel/intern/DerivedMesh.c
* \ ingroup bke
*/
2005-08-23 22:04:10 +02:00
# include <string.h>
2011-04-15 07:20:18 +02:00
# include "limits.h"
2005-07-23 21:15:08 +02:00
2005-03-27 22:34:18 +02:00
# include "MEM_guardedalloc.h"
2010-03-30 13:49:07 +02:00
# include "DNA_cloth_types.h"
2006-08-28 03:12:36 +02:00
# include "DNA_key_types.h"
2005-03-27 22:34:18 +02:00
# include "DNA_meshdata_types.h"
2011-06-08 21:05:17 +02:00
# include "DNA_armature_types.h"
2005-03-27 22:34:18 +02:00
# include "DNA_object_types.h"
2005-09-18 15:27:12 +02:00
# include "DNA_scene_types.h" // N_T
2005-03-27 22:34:18 +02:00
2005-03-27 23:27:12 +02:00
# include "BLI_blenlib.h"
2005-03-27 22:34:18 +02:00
# include "BLI_editVert.h"
2010-03-22 12:59:36 +01:00
# include "BLI_math.h"
2008-07-29 17:48:31 +02:00
# include "BLI_memarena.h"
2009-09-18 01:05:33 +02:00
# include "BLI_array.h"
2010-03-22 12:59:36 +01:00
# include "BLI_pbvh.h"
2011-01-07 19:36:47 +01:00
# include "BLI_utildefines.h"
2011-10-22 03:53:35 +02:00
# include "BLI_linklist.h"
2005-03-27 22:34:18 +02:00
2006-08-28 03:12:36 +02:00
# include "BKE_cdderivedmesh.h"
2005-03-27 22:34:18 +02:00
# include "BKE_displist.h"
2007-10-31 14:56:07 +01:00
# include "BKE_key.h"
# include "BKE_modifier.h"
2005-03-27 22:34:18 +02:00
# include "BKE_mesh.h"
# include "BKE_object.h"
2009-08-15 21:48:50 +02:00
# include "BKE_paint.h"
2007-10-31 14:56:07 +01:00
# include "BKE_texture.h"
2011-01-31 21:02:51 +01:00
# include "BKE_multires.h"
2011-09-14 04:04:26 +02:00
# include "BKE_armature.h"
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 23:09:57 +01:00
# include "BKE_particle.h"
2009-05-16 18:18:08 +02:00
# include "BKE_tessmesh.h"
2009-05-23 05:24:15 +02:00
# include "BKE_bvhutils.h"
2011-12-07 08:13:33 +01:00
# include "BKE_deform.h"
2005-03-27 22:34:18 +02:00
2011-10-09 23:11:51 +02:00
# ifdef WITH_GAMEENGINE
# include "BKE_navmesh_conversion.h"
2011-10-11 06:09:11 +02:00
static DerivedMesh * navmesh_dm_createNavMeshForVisualization ( DerivedMesh * dm ) ;
2011-10-09 23:11:51 +02:00
# endif
2008-08-17 19:08:00 +02:00
# include "BLO_sys_types.h" // for intptr_t support
2011-09-14 02:37:27 +02:00
# include "GL/glew.h"
2005-03-27 22:34:18 +02:00
2010-07-14 12:46:12 +02:00
# include "GPU_buffers.h"
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
# include "GPU_draw.h"
# include "GPU_extensions.h"
# include "GPU_material.h"
2006-03-29 16:57:14 +02:00
2011-09-14 02:37:27 +02:00
extern GLubyte stipple_quarttone [ 128 ] ; /* glutil.c, bad level data */
2011-01-31 21:02:51 +01:00
2011-04-15 07:20:18 +02:00
static void add_shapekey_layers ( DerivedMesh * dm , Mesh * me , Object * ob ) ;
static void shapekey_layers_to_keyblocks ( DerivedMesh * dm , Mesh * me , int actshape_uid ) ;
2005-03-27 22:34:18 +02:00
///////////////////////////////////
///////////////////////////////////
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
2008-09-29 19:08:11 +02:00
static MVert * dm_getVertArray ( DerivedMesh * dm )
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
{
MVert * mvert = CustomData_get_layer ( & dm - > vertData , CD_MVERT ) ;
if ( ! mvert ) {
2006-12-12 22:29:09 +01:00
mvert = CustomData_add_layer ( & dm - > vertData , CD_MVERT , CD_CALLOC , NULL ,
dm - > getNumVerts ( dm ) ) ;
CustomData_set_layer_flag ( & dm - > vertData , CD_MVERT , CD_FLAG_TEMPORARY ) ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
dm - > copyVertArray ( dm , mvert ) ;
}
return mvert ;
}
2008-09-29 19:08:11 +02:00
static MEdge * dm_getEdgeArray ( DerivedMesh * dm )
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
{
MEdge * medge = CustomData_get_layer ( & dm - > edgeData , CD_MEDGE ) ;
if ( ! medge ) {
2006-12-12 22:29:09 +01:00
medge = CustomData_add_layer ( & dm - > edgeData , CD_MEDGE , CD_CALLOC , NULL ,
dm - > getNumEdges ( dm ) ) ;
CustomData_set_layer_flag ( & dm - > edgeData , CD_MEDGE , CD_FLAG_TEMPORARY ) ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
dm - > copyEdgeArray ( dm , medge ) ;
}
return medge ;
}
2011-11-30 19:03:56 +01:00
static MFace * dm_getTessFaceArray ( DerivedMesh * dm )
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
{
MFace * mface = CustomData_get_layer ( & dm - > faceData , CD_MFACE ) ;
if ( ! mface ) {
2006-12-12 22:29:09 +01:00
mface = CustomData_add_layer ( & dm - > faceData , CD_MFACE , CD_CALLOC , NULL ,
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
dm - > getNumTessFaces ( dm ) ) ;
2006-12-12 22:29:09 +01:00
CustomData_set_layer_flag ( & dm - > faceData , CD_MFACE , CD_FLAG_TEMPORARY ) ;
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
dm - > copyTessFaceArray ( dm , mface ) ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
}
return mface ;
}
2006-08-28 03:12:36 +02:00
2011-06-14 05:16:08 +02:00
static MLoop * dm_getLoopArray ( DerivedMesh * dm )
{
MLoop * mloop = CustomData_get_layer ( & dm - > loopData , CD_MLOOP ) ;
if ( ! mloop ) {
mloop = CustomData_add_layer ( & dm - > loopData , CD_MLOOP , CD_CALLOC , NULL ,
2011-12-03 03:11:38 +01:00
dm - > getNumLoops ( dm ) ) ;
2011-06-14 05:16:08 +02:00
CustomData_set_layer_flag ( & dm - > loopData , CD_MLOOP , CD_FLAG_TEMPORARY ) ;
dm - > copyLoopArray ( dm , mloop ) ;
}
return mloop ;
}
static MPoly * dm_getPolyArray ( DerivedMesh * dm )
{
MPoly * mpoly = CustomData_get_layer ( & dm - > polyData , CD_MPOLY ) ;
if ( ! mpoly ) {
mpoly = CustomData_add_layer ( & dm - > polyData , CD_MPOLY , CD_CALLOC , NULL ,
2011-11-29 14:01:51 +01:00
dm - > getNumPolys ( dm ) ) ;
2011-06-14 05:16:08 +02:00
CustomData_set_layer_flag ( & dm - > polyData , CD_MPOLY , CD_FLAG_TEMPORARY ) ;
dm - > copyPolyArray ( dm , mpoly ) ;
}
return mpoly ;
}
2008-09-29 19:08:11 +02:00
static MVert * dm_dupVertArray ( DerivedMesh * dm )
2006-08-28 03:12:36 +02:00
{
MVert * tmp = MEM_callocN ( sizeof ( * tmp ) * dm - > getNumVerts ( dm ) ,
2010-03-22 10:30:00 +01:00
" dm_dupVertArray tmp " ) ;
2006-08-28 03:12:36 +02:00
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
if ( tmp ) dm - > copyVertArray ( dm , tmp ) ;
2006-08-28 03:12:36 +02:00
return tmp ;
}
2008-09-29 19:08:11 +02:00
static MEdge * dm_dupEdgeArray ( DerivedMesh * dm )
2006-08-28 03:12:36 +02:00
{
MEdge * tmp = MEM_callocN ( sizeof ( * tmp ) * dm - > getNumEdges ( dm ) ,
2010-03-22 10:30:00 +01:00
" dm_dupEdgeArray tmp " ) ;
2006-08-28 03:12:36 +02:00
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
if ( tmp ) dm - > copyEdgeArray ( dm , tmp ) ;
2006-08-28 03:12:36 +02:00
return tmp ;
}
2008-09-29 19:08:11 +02:00
static MFace * dm_dupFaceArray ( DerivedMesh * dm )
2006-08-28 03:12:36 +02:00
{
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
MFace * tmp = MEM_callocN ( sizeof ( * tmp ) * dm - > getNumTessFaces ( dm ) ,
2010-03-22 10:30:00 +01:00
" dm_dupFaceArray tmp " ) ;
2006-08-28 03:12:36 +02:00
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
if ( tmp ) dm - > copyTessFaceArray ( dm , tmp ) ;
2006-08-28 03:12:36 +02:00
return tmp ;
}
2011-06-14 05:16:08 +02:00
static MLoop * dm_dupLoopArray ( DerivedMesh * dm )
{
2011-11-30 19:03:56 +01:00
MLoop * tmp = MEM_callocN ( sizeof ( * tmp ) * dm - > getNumLoops ( dm ) ,
2011-06-14 05:16:08 +02:00
" dm_dupLoopArray tmp " ) ;
if ( tmp ) dm - > copyLoopArray ( dm , tmp ) ;
return tmp ;
}
static MPoly * dm_dupPolyArray ( DerivedMesh * dm )
{
2011-11-30 19:03:56 +01:00
MPoly * tmp = MEM_callocN ( sizeof ( * tmp ) * dm - > getNumPolys ( dm ) ,
2011-06-14 05:16:08 +02:00
" dm_dupPolyArray tmp " ) ;
if ( tmp ) dm - > copyPolyArray ( dm , tmp ) ;
return tmp ;
}
2011-05-11 04:14:43 +02:00
static CustomData * dm_getVertCData ( DerivedMesh * dm )
2009-06-23 07:35:49 +02:00
{
return & dm - > vertData ;
}
2011-05-11 04:14:43 +02:00
static CustomData * dm_getEdgeCData ( DerivedMesh * dm )
2009-06-23 07:35:49 +02:00
{
return & dm - > edgeData ;
}
2011-11-30 19:03:56 +01:00
static CustomData * dm_getTessFaceCData ( DerivedMesh * dm )
2009-06-23 07:35:49 +02:00
{
return & dm - > faceData ;
}
2011-05-11 04:14:43 +02:00
static CustomData * dm_getLoopCData ( DerivedMesh * dm )
2009-06-23 07:35:49 +02:00
{
return & dm - > loopData ;
}
2011-05-11 04:14:43 +02:00
static CustomData * dm_getPolyCData ( DerivedMesh * dm )
2009-06-23 07:35:49 +02:00
{
return & dm - > polyData ;
}
2006-08-28 03:12:36 +02:00
void DM_init_funcs ( DerivedMesh * dm )
{
/* default function implementations */
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
dm - > getVertArray = dm_getVertArray ;
dm - > getEdgeArray = dm_getEdgeArray ;
2011-11-30 19:03:56 +01:00
dm - > getTessFaceArray = dm_getTessFaceArray ;
2011-06-14 05:16:08 +02:00
dm - > getLoopArray = dm_getLoopArray ;
dm - > getPolyArray = dm_getPolyArray ;
2006-08-28 03:12:36 +02:00
dm - > dupVertArray = dm_dupVertArray ;
dm - > dupEdgeArray = dm_dupEdgeArray ;
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
dm - > dupTessFaceArray = dm_dupFaceArray ;
2011-06-14 05:16:08 +02:00
dm - > dupLoopArray = dm_dupLoopArray ;
dm - > dupPolyArray = dm_dupPolyArray ;
2006-08-28 03:12:36 +02:00
2009-06-23 07:35:49 +02:00
dm - > getVertDataLayout = dm_getVertCData ;
dm - > getEdgeDataLayout = dm_getEdgeCData ;
2011-11-30 19:03:56 +01:00
dm - > getTessFaceDataLayout = dm_getTessFaceCData ;
2009-06-23 07:35:49 +02:00
dm - > getLoopDataLayout = dm_getLoopCData ;
2011-11-29 14:01:51 +01:00
dm - > getPolyDataLayout = dm_getPolyCData ;
2009-06-23 07:35:49 +02:00
2006-08-28 03:12:36 +02:00
dm - > getVertData = DM_get_vert_data ;
dm - > getEdgeData = DM_get_edge_data ;
2011-11-29 06:09:54 +01:00
dm - > getTessFaceData = DM_get_tessface_data ;
2006-08-28 03:12:36 +02:00
dm - > getVertDataArray = DM_get_vert_data_layer ;
dm - > getEdgeDataArray = DM_get_edge_data_layer ;
2009-08-15 19:31:28 +02:00
dm - > getTessFaceDataArray = DM_get_tessface_data_layer ;
2009-05-23 05:24:15 +02:00
bvhcache_init ( & dm - > bvhCache ) ;
2006-08-28 03:12:36 +02:00
}
2010-01-13 08:26:11 +01:00
void DM_init ( DerivedMesh * dm , DerivedMeshType type , int numVerts , int numEdges ,
2011-11-30 19:03:56 +01:00
int numTessFaces , int numLoops , int numPolys )
2006-08-28 03:12:36 +02:00
{
2010-01-06 13:05:46 +01:00
dm - > type = type ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
dm - > numVertData = numVerts ;
dm - > numEdgeData = numEdges ;
2011-11-30 19:03:56 +01:00
dm - > numTessFaceData = numTessFaces ;
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
dm - > numLoopData = numLoops ;
2011-11-30 19:03:56 +01:00
dm - > numPolyData = numPolys ;
2006-08-28 03:12:36 +02:00
DM_init_funcs ( dm ) ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
dm - > needsFree = 1 ;
2011-12-10 00:26:06 +01:00
dm - > auto_bump_scale = - 1.0f ;
2006-08-28 03:12:36 +02:00
}
2010-01-06 13:05:46 +01:00
void DM_from_template ( DerivedMesh * dm , DerivedMesh * source , DerivedMeshType type ,
2011-11-30 19:03:56 +01:00
int numVerts , int numEdges , int numTessFaces ,
int numLoops , int numPolys )
2006-08-28 03:12:36 +02:00
{
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
CustomData_copy ( & source - > vertData , & dm - > vertData , CD_MASK_DERIVEDMESH ,
2010-03-22 10:30:00 +01:00
CD_CALLOC , numVerts ) ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
CustomData_copy ( & source - > edgeData , & dm - > edgeData , CD_MASK_DERIVEDMESH ,
2010-03-22 10:30:00 +01:00
CD_CALLOC , numEdges ) ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
CustomData_copy ( & source - > faceData , & dm - > faceData , CD_MASK_DERIVEDMESH ,
2011-11-30 19:03:56 +01:00
CD_CALLOC , numTessFaces ) ;
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
CustomData_copy ( & source - > loopData , & dm - > loopData , CD_MASK_DERIVEDMESH ,
CD_CALLOC , numLoops ) ;
CustomData_copy ( & source - > polyData , & dm - > polyData , CD_MASK_DERIVEDMESH ,
CD_CALLOC , numPolys ) ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
2010-01-06 13:05:46 +01:00
dm - > type = type ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
dm - > numVertData = numVerts ;
dm - > numEdgeData = numEdges ;
2011-11-30 19:03:56 +01:00
dm - > numTessFaceData = numTessFaces ;
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
dm - > numLoopData = numLoops ;
dm - > numPolyData = numPolys ;
2006-08-28 03:12:36 +02:00
DM_init_funcs ( dm ) ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
dm - > needsFree = 1 ;
2006-08-28 03:12:36 +02:00
}
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
int DM_release ( DerivedMesh * dm )
2006-08-28 03:12:36 +02:00
{
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
if ( dm - > needsFree ) {
2009-05-23 05:24:15 +02:00
bvhcache_free ( & dm - > bvhCache ) ;
2009-10-23 01:22:05 +02:00
GPU_drawobject_free ( dm ) ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
CustomData_free ( & dm - > vertData , dm - > numVertData ) ;
CustomData_free ( & dm - > edgeData , dm - > numEdgeData ) ;
2011-11-30 19:03:56 +01:00
CustomData_free ( & dm - > faceData , dm - > numTessFaceData ) ;
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
CustomData_free ( & dm - > loopData , dm - > numLoopData ) ;
CustomData_free ( & dm - > polyData , dm - > numPolyData ) ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
return 1 ;
}
else {
CustomData_free_temporary ( & dm - > vertData , dm - > numVertData ) ;
CustomData_free_temporary ( & dm - > edgeData , dm - > numEdgeData ) ;
2011-11-30 19:03:56 +01:00
CustomData_free_temporary ( & dm - > faceData , dm - > numTessFaceData ) ;
2009-06-16 22:08:40 +02:00
CustomData_free_temporary ( & dm - > loopData , dm - > numLoopData ) ;
CustomData_free_temporary ( & dm - > polyData , dm - > numPolyData ) ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
return 0 ;
}
2006-08-28 03:12:36 +02:00
}
2011-06-14 05:16:08 +02:00
void DM_DupPolys ( DerivedMesh * source , DerivedMesh * target )
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
{
2011-10-27 14:17:02 +02:00
CustomData_free ( & target - > loopData , source - > numLoopData ) ;
CustomData_free ( & target - > polyData , source - > numPolyData ) ;
CustomData_copy ( & source - > loopData , & target - > loopData , CD_MASK_DERIVEDMESH , CD_DUPLICATE , source - > numLoopData ) ;
CustomData_copy ( & source - > polyData , & target - > polyData , CD_MASK_DERIVEDMESH , CD_DUPLICATE , source - > numPolyData ) ;
2009-08-18 22:05:08 +02:00
2011-06-14 05:16:08 +02:00
target - > numLoopData = source - > numLoopData ;
target - > numPolyData = source - > numPolyData ;
2009-08-18 22:05:08 +02:00
2011-06-14 05:16:08 +02:00
if ( ! CustomData_has_layer ( & target - > polyData , CD_MPOLY ) ) {
MPoly * mpoly ;
MLoop * mloop ;
2009-08-18 22:05:08 +02:00
2011-06-14 05:16:08 +02:00
mloop = source - > dupLoopArray ( source ) ;
mpoly = source - > dupPolyArray ( source ) ;
CustomData_add_layer ( & target - > loopData , CD_MLOOP , CD_ASSIGN , mloop , source - > numLoopData ) ;
CustomData_add_layer ( & target - > polyData , CD_MPOLY , CD_ASSIGN , mpoly , source - > numPolyData ) ;
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
}
}
2012-01-05 13:40:09 +01:00
/* note: until all modifiers can take MPoly's as input,
* use this at the start of modifiers */
void DM_ensure_tessface ( DerivedMesh * dm )
{
const int numTessFaces = dm - > getNumTessFaces ( dm ) ;
const int numPolys = dm - > getNumPolys ( dm ) ;
if ( ( numTessFaces = = 0 ) & & ( numPolys ! = 0 ) ) {
dm - > recalcTesselation ( dm ) ;
2012-01-20 00:34:53 +01:00
if ( dm - > getNumTessFaces ( dm ) ! = 0 ) {
/* printf("info %s: polys -> ngons calculated\n", __func__); */
2012-01-05 13:40:09 +01:00
}
else {
2012-01-20 00:34:53 +01:00
printf ( " warning %s: could not create tessfaces from %d polygons, dm->type=%d \n " ,
__func__ , numPolys , dm - > type ) ;
2012-01-05 13:40:09 +01:00
}
}
}
2011-04-15 07:20:18 +02:00
void DM_to_mesh ( DerivedMesh * dm , Mesh * me , Object * ob )
2006-08-28 03:12:36 +02:00
{
/* dm might depend on me, so we need to do everything with a local copy */
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
Mesh tmp = * me ;
2011-11-16 18:09:41 +01:00
int totvert , totedge /*, totface */ /* UNUSED */ , totloop , totpoly ;
2011-04-15 07:20:18 +02:00
int did_shapekeys = 0 ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
memset ( & tmp . vdata , 0 , sizeof ( tmp . vdata ) ) ;
memset ( & tmp . edata , 0 , sizeof ( tmp . edata ) ) ;
memset ( & tmp . fdata , 0 , sizeof ( tmp . fdata ) ) ;
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
memset ( & tmp . ldata , 0 , sizeof ( tmp . ldata ) ) ;
memset ( & tmp . pdata , 0 , sizeof ( tmp . pdata ) ) ;
2006-08-28 03:12:36 +02:00
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
totvert = tmp . totvert = dm - > getNumVerts ( dm ) ;
totedge = tmp . totedge = dm - > getNumEdges ( dm ) ;
2011-12-03 03:11:38 +01:00
totloop = tmp . totloop = dm - > getNumLoops ( dm ) ;
2011-11-29 14:01:51 +01:00
totpoly = tmp . totpoly = dm - > getNumPolys ( dm ) ;
2006-08-28 03:12:36 +02:00
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
CustomData_copy ( & dm - > vertData , & tmp . vdata , CD_MASK_MESH , CD_DUPLICATE , totvert ) ;
CustomData_copy ( & dm - > edgeData , & tmp . edata , CD_MASK_MESH , CD_DUPLICATE , totedge ) ;
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
CustomData_copy ( & dm - > loopData , & tmp . ldata , CD_MASK_MESH , CD_DUPLICATE , totloop ) ;
CustomData_copy ( & dm - > polyData , & tmp . pdata , CD_MASK_MESH , CD_DUPLICATE , totpoly ) ;
2006-08-28 03:12:36 +02:00
2011-04-15 07:20:18 +02:00
if ( CustomData_has_layer ( & dm - > vertData , CD_SHAPEKEY ) ) {
KeyBlock * kb ;
2012-01-30 04:54:24 +01:00
int uid ;
2011-04-15 07:20:18 +02:00
if ( ob ) {
2012-01-30 04:54:24 +01:00
kb = BLI_findlink ( & me - > key - > block , ob - > shapenr - 1 ) ;
if ( kb ) {
uid = kb - > uid ;
2011-04-15 07:20:18 +02:00
}
2012-01-30 04:54:24 +01:00
else {
2011-11-25 00:09:55 +01:00
printf ( " %s: error - could not find active shapekey %d! \n " ,
__func__ , ob - > shapenr - 1 ) ;
2012-01-30 04:54:24 +01:00
uid = INT_MAX ;
2011-04-15 07:20:18 +02:00
}
2012-01-30 04:54:24 +01:00
}
else {
2011-04-15 07:20:18 +02:00
/*if no object, set to INT_MAX so we don't mess up any shapekey layers*/
2012-01-30 04:54:24 +01:00
uid = INT_MAX ;
2011-04-15 07:20:18 +02:00
}
2012-01-30 04:54:24 +01:00
shapekey_layers_to_keyblocks ( dm , me , uid ) ;
2011-04-15 07:20:18 +02:00
did_shapekeys = 1 ;
}
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
/* not all DerivedMeshes store their verts/edges/faces in CustomData, so
we set them here in case they are missing */
if ( ! CustomData_has_layer ( & tmp . vdata , CD_MVERT ) )
2006-12-12 22:29:09 +01:00
CustomData_add_layer ( & tmp . vdata , CD_MVERT , CD_ASSIGN , dm - > dupVertArray ( dm ) , totvert ) ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
if ( ! CustomData_has_layer ( & tmp . edata , CD_MEDGE ) )
2006-12-12 22:29:09 +01:00
CustomData_add_layer ( & tmp . edata , CD_MEDGE , CD_ASSIGN , dm - > dupEdgeArray ( dm ) , totedge ) ;
2011-06-14 05:16:08 +02:00
if ( ! CustomData_has_layer ( & tmp . pdata , CD_MPOLY ) ) {
tmp . mloop = dm - > dupLoopArray ( dm ) ;
tmp . mpoly = dm - > dupPolyArray ( dm ) ;
CustomData_add_layer ( & tmp . ldata , CD_MLOOP , CD_ASSIGN , tmp . mloop , tmp . totloop ) ;
CustomData_add_layer ( & tmp . pdata , CD_MPOLY , CD_ASSIGN , tmp . mpoly , tmp . totpoly ) ;
}
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
2010-09-26 20:29:54 +02:00
/* object had got displacement layer, should copy this layer to save sculpted data */
/* NOTE: maybe some other layers should be copied? nazgul */
2011-04-15 07:20:18 +02:00
if ( CustomData_has_layer ( & me - > ldata , CD_MDISPS ) ) {
if ( totloop = = me - > totloop ) {
MDisps * mdisps = CustomData_get_layer ( & me - > ldata , CD_MDISPS ) ;
CustomData_add_layer ( & tmp . ldata , CD_MDISPS , CD_DUPLICATE , mdisps , totloop ) ;
2010-09-26 20:29:54 +02:00
}
}
2011-11-25 23:32:58 +01:00
/* yes, must be before _and_ after tesselate */
2011-12-06 10:28:25 +01:00
mesh_update_customdata_pointers ( & tmp , TRUE ) ;
2011-11-25 23:32:58 +01:00
2012-02-05 08:12:46 +01:00
BKE_mesh_calc_tessface ( & tmp ) ;
2011-11-25 23:32:58 +01:00
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
CustomData_free ( & me - > vdata , me - > totvert ) ;
CustomData_free ( & me - > edata , me - > totedge ) ;
CustomData_free ( & me - > fdata , me - > totface ) ;
2009-06-16 22:08:40 +02:00
CustomData_free ( & me - > ldata , me - > totloop ) ;
CustomData_free ( & me - > pdata , me - > totpoly ) ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
2011-04-15 07:20:18 +02:00
/* ok, this should now use new CD shapekey data,
which shouuld be fed through the modifier
stack */
2011-06-14 05:16:08 +02:00
if ( tmp . totvert ! = me - > totvert & & ! did_shapekeys & & me - > key ) {
2010-07-15 00:06:10 +02:00
printf ( " YEEK! this should be recoded! Shape key loss!!! \n " ) ;
2010-06-23 12:18:51 +02:00
if ( tmp . key ) tmp . key - > id . us - - ;
tmp . key = NULL ;
2006-08-28 03:12:36 +02:00
}
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
* me = tmp ;
2006-08-28 03:12:36 +02:00
}
2009-11-22 14:44:09 +01:00
void DM_to_meshkey ( DerivedMesh * dm , Mesh * me , KeyBlock * kb )
{
int a , totvert = dm - > getNumVerts ( dm ) ;
float * fp ;
MVert * mvert ;
if ( totvert = = 0 | | me - > totvert = = 0 | | me - > totvert ! = totvert ) return ;
if ( kb - > data ) MEM_freeN ( kb - > data ) ;
kb - > data = MEM_callocN ( me - > key - > elemsize * me - > totvert , " kb->data " ) ;
kb - > totelem = totvert ;
fp = kb - > data ;
mvert = dm - > getVertDataArray ( dm , CD_MVERT ) ;
for ( a = 0 ; a < kb - > totelem ; a + + , fp + = 3 , mvert + + ) {
2011-11-06 16:39:20 +01:00
copy_v3_v3 ( fp , mvert - > co ) ;
2009-11-22 14:44:09 +01:00
}
}
2006-12-05 18:42:03 +01:00
void DM_set_only_copy ( DerivedMesh * dm , CustomDataMask mask )
{
CustomData_set_only_copy ( & dm - > vertData , mask ) ;
CustomData_set_only_copy ( & dm - > edgeData , mask ) ;
CustomData_set_only_copy ( & dm - > faceData , mask ) ;
}
2006-12-12 22:29:09 +01:00
void DM_add_vert_layer ( DerivedMesh * dm , int type , int alloctype , void * layer )
2006-08-28 03:12:36 +02:00
{
2006-12-12 22:29:09 +01:00
CustomData_add_layer ( & dm - > vertData , type , alloctype , layer , dm - > numVertData ) ;
2006-08-28 03:12:36 +02:00
}
2006-12-12 22:29:09 +01:00
void DM_add_edge_layer ( DerivedMesh * dm , int type , int alloctype , void * layer )
2006-08-28 03:12:36 +02:00
{
2006-12-12 22:29:09 +01:00
CustomData_add_layer ( & dm - > edgeData , type , alloctype , layer , dm - > numEdgeData ) ;
2006-08-28 03:12:36 +02:00
}
2009-08-15 19:31:28 +02:00
void DM_add_tessface_layer ( DerivedMesh * dm , int type , int alloctype , void * layer )
2006-08-28 03:12:36 +02:00
{
2011-11-30 19:03:56 +01:00
CustomData_add_layer ( & dm - > faceData , type , alloctype , layer , dm - > numTessFaceData ) ;
2006-08-28 03:12:36 +02:00
}
2011-11-16 18:09:41 +01:00
void DM_add_loop_layer ( DerivedMesh * dm , int type , int alloctype , void * layer )
2009-08-15 19:31:28 +02:00
{
CustomData_add_layer ( & dm - > loopData , type , alloctype , layer , dm - > numLoopData ) ;
}
2011-11-29 06:09:54 +01:00
void DM_add_poly_layer ( DerivedMesh * dm , int type , int alloctype , void * layer )
2009-08-15 19:31:28 +02:00
{
CustomData_add_layer ( & dm - > polyData , type , alloctype , layer , dm - > numPolyData ) ;
}
2006-08-28 03:12:36 +02:00
void * DM_get_vert_data ( DerivedMesh * dm , int index , int type )
{
return CustomData_get ( & dm - > vertData , index , type ) ;
}
void * DM_get_edge_data ( DerivedMesh * dm , int index , int type )
{
return CustomData_get ( & dm - > edgeData , index , type ) ;
}
2011-11-29 06:09:54 +01:00
void * DM_get_tessface_data ( DerivedMesh * dm , int index , int type )
2006-08-28 03:12:36 +02:00
{
return CustomData_get ( & dm - > faceData , index , type ) ;
}
void * DM_get_vert_data_layer ( DerivedMesh * dm , int type )
{
2010-01-06 13:05:46 +01:00
if ( type = = CD_MVERT )
return dm - > getVertArray ( dm ) ;
2006-08-28 03:12:36 +02:00
return CustomData_get_layer ( & dm - > vertData , type ) ;
}
void * DM_get_edge_data_layer ( DerivedMesh * dm , int type )
{
2010-01-06 13:05:46 +01:00
if ( type = = CD_MEDGE )
return dm - > getEdgeArray ( dm ) ;
2006-08-28 03:12:36 +02:00
return CustomData_get_layer ( & dm - > edgeData , type ) ;
}
2009-08-15 19:31:28 +02:00
void * DM_get_tessface_data_layer ( DerivedMesh * dm , int type )
2006-08-28 03:12:36 +02:00
{
2011-11-13 16:13:59 +01:00
if ( type = = CD_MFACE )
2010-01-13 08:26:11 +01:00
return dm - > getTessFaceArray ( dm ) ;
2010-01-06 13:05:46 +01:00
2006-08-28 03:12:36 +02:00
return CustomData_get_layer ( & dm - > faceData , type ) ;
}
2011-11-29 06:09:54 +01:00
void * DM_get_poly_data_layer ( DerivedMesh * dm , int type )
2009-08-15 19:31:28 +02:00
{
return CustomData_get_layer ( & dm - > polyData , type ) ;
}
2006-08-28 03:12:36 +02:00
void DM_set_vert_data ( DerivedMesh * dm , int index , int type , void * data )
{
CustomData_set ( & dm - > vertData , index , type , data ) ;
}
void DM_set_edge_data ( DerivedMesh * dm , int index , int type , void * data )
{
CustomData_set ( & dm - > edgeData , index , type , data ) ;
}
2011-11-29 06:09:54 +01:00
void DM_set_tessface_data ( DerivedMesh * dm , int index , int type , void * data )
2006-08-28 03:12:36 +02:00
{
CustomData_set ( & dm - > faceData , index , type , data ) ;
}
void DM_copy_vert_data ( DerivedMesh * source , DerivedMesh * dest ,
2010-03-22 10:30:00 +01:00
int source_index , int dest_index , int count )
2006-08-28 03:12:36 +02:00
{
CustomData_copy_data ( & source - > vertData , & dest - > vertData ,
2010-03-22 10:30:00 +01:00
source_index , dest_index , count ) ;
2006-08-28 03:12:36 +02:00
}
void DM_copy_edge_data ( DerivedMesh * source , DerivedMesh * dest ,
2010-03-22 10:30:00 +01:00
int source_index , int dest_index , int count )
2006-08-28 03:12:36 +02:00
{
CustomData_copy_data ( & source - > edgeData , & dest - > edgeData ,
2010-03-22 10:30:00 +01:00
source_index , dest_index , count ) ;
2006-08-28 03:12:36 +02:00
}
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
void DM_copy_tessface_data ( DerivedMesh * source , DerivedMesh * dest ,
2010-03-22 10:30:00 +01:00
int source_index , int dest_index , int count )
2006-08-28 03:12:36 +02:00
{
CustomData_copy_data ( & source - > faceData , & dest - > faceData ,
2010-03-22 10:30:00 +01:00
source_index , dest_index , count ) ;
2006-08-28 03:12:36 +02:00
}
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
void DM_copy_loop_data ( DerivedMesh * source , DerivedMesh * dest ,
int source_index , int dest_index , int count )
{
CustomData_copy_data ( & source - > loopData , & dest - > loopData ,
source_index , dest_index , count ) ;
}
2011-11-29 06:09:54 +01:00
void DM_copy_poly_data ( DerivedMesh * source , DerivedMesh * dest ,
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
int source_index , int dest_index , int count )
{
CustomData_copy_data ( & source - > polyData , & dest - > polyData ,
source_index , dest_index , count ) ;
}
2006-08-28 03:12:36 +02:00
void DM_free_vert_data ( struct DerivedMesh * dm , int index , int count )
{
CustomData_free_elem ( & dm - > vertData , index , count ) ;
}
void DM_free_edge_data ( struct DerivedMesh * dm , int index , int count )
{
CustomData_free_elem ( & dm - > edgeData , index , count ) ;
}
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
void DM_free_tessface_data ( struct DerivedMesh * dm , int index , int count )
2006-08-28 03:12:36 +02:00
{
CustomData_free_elem ( & dm - > faceData , index , count ) ;
}
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
void DM_free_loop_data ( struct DerivedMesh * dm , int index , int count )
{
CustomData_free_elem ( & dm - > loopData , index , count ) ;
}
2011-11-29 06:09:54 +01:00
void DM_free_poly_data ( struct DerivedMesh * dm , int index , int count )
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
{
CustomData_free_elem ( & dm - > polyData , index , count ) ;
}
2006-08-28 03:12:36 +02:00
void DM_interp_vert_data ( DerivedMesh * source , DerivedMesh * dest ,
2010-03-22 10:30:00 +01:00
int * src_indices , float * weights ,
int count , int dest_index )
2006-08-28 03:12:36 +02:00
{
CustomData_interp ( & source - > vertData , & dest - > vertData , src_indices ,
2010-03-22 10:30:00 +01:00
weights , NULL , count , dest_index ) ;
2006-08-28 03:12:36 +02:00
}
void DM_interp_edge_data ( DerivedMesh * source , DerivedMesh * dest ,
2010-03-22 10:30:00 +01:00
int * src_indices ,
float * weights , EdgeVertWeight * vert_weights ,
int count , int dest_index )
2006-08-28 03:12:36 +02:00
{
CustomData_interp ( & source - > edgeData , & dest - > edgeData , src_indices ,
2010-03-22 10:30:00 +01:00
weights , ( float * ) vert_weights , count , dest_index ) ;
2006-08-28 03:12:36 +02:00
}
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
void DM_interp_tessface_data ( DerivedMesh * source , DerivedMesh * dest ,
2010-03-22 10:30:00 +01:00
int * src_indices ,
float * weights , FaceVertWeight * vert_weights ,
int count , int dest_index )
2006-08-28 03:12:36 +02:00
{
CustomData_interp ( & source - > faceData , & dest - > faceData , src_indices ,
2010-03-22 10:30:00 +01:00
weights , ( float * ) vert_weights , count , dest_index ) ;
2006-08-28 03:12:36 +02:00
}
2005-03-27 22:34:18 +02:00
2010-07-19 06:44:37 +02:00
void DM_swap_tessface_data ( DerivedMesh * dm , int index , const int * corner_indices )
2005-07-17 19:41:03 +02:00
{
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
CustomData_swap ( & dm - > faceData , index , corner_indices ) ;
2005-07-17 19:41:03 +02:00
}
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
void DM_interp_loop_data ( DerivedMesh * source , DerivedMesh * dest ,
int * src_indices ,
float * weights , int count , int dest_index )
{
CustomData_interp ( & source - > loopData , & dest - > loopData , src_indices ,
weights , NULL , count , dest_index ) ;
}
2011-11-29 06:09:54 +01:00
void DM_interp_poly_data ( DerivedMesh * source , DerivedMesh * dest ,
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
int * src_indices ,
float * weights , int count , int dest_index )
{
CustomData_interp ( & source - > polyData , & dest - > polyData , src_indices ,
weights , NULL , count , dest_index ) ;
}
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
///
2011-02-11 16:15:35 +01:00
DerivedMesh * mesh_create_derived ( Mesh * me , Object * ob , float ( * vertCos ) [ 3 ] )
2005-03-27 22:34:18 +02:00
{
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
DerivedMesh * dm = CDDM_from_mesh ( me , ob ) ;
2008-07-25 20:57:16 +02:00
if ( ! dm )
return NULL ;
if ( vertCos )
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
CDDM_apply_vert_coords ( dm , vertCos ) ;
2005-07-17 06:17:33 +02:00
2012-01-18 16:47:56 +01:00
CDDM_calc_normals ( dm ) ;
2005-03-27 23:27:12 +02:00
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
return dm ;
2005-03-27 22:34:18 +02:00
}
2005-07-19 02:21:01 +02:00
/***/
2005-03-27 22:34:18 +02:00
2011-04-15 07:20:18 +02:00
DerivedMesh * mesh_create_derived_for_modifier ( Scene * scene , Object * ob ,
2012-01-30 04:54:24 +01:00
ModifierData * md , int build_shapekey_layers )
2005-07-26 02:45:19 +02:00
{
Mesh * me = ob - > data ;
2005-08-03 06:04:05 +02:00
ModifierTypeInfo * mti = modifierType_getInfo ( md - > type ) ;
2005-07-26 02:45:19 +02:00
DerivedMesh * dm ;
2012-01-30 04:54:24 +01:00
KeyBlock * kb ;
2005-07-26 02:45:19 +02:00
2009-01-04 15:14:06 +01:00
md - > scene = scene ;
2005-07-26 02:45:19 +02:00
if ( ! ( md - > mode & eModifierMode_Realtime ) ) return NULL ;
2009-11-25 15:07:12 +01:00
if ( mti - > isDisabled & & mti - > isDisabled ( md , 0 ) ) return NULL ;
2011-04-15 07:20:18 +02:00
2012-01-30 04:54:24 +01:00
if ( build_shapekey_layers & & me - > key & & ( kb = BLI_findlink ( & me - > key - > block , ob - > shapenr - 1 ) ) ) {
key_to_mesh ( kb , me ) ;
2011-04-15 07:20:18 +02:00
}
2005-07-26 02:45:19 +02:00
if ( mti - > type = = eModifierTypeType_OnlyDeform ) {
int numVerts ;
float ( * deformedVerts ) [ 3 ] = mesh_getVertexCos ( me , & numVerts ) ;
2009-05-31 19:20:57 +02:00
mti - > deformVerts ( md , ob , NULL , deformedVerts , numVerts , 0 , 0 ) ;
2011-02-11 16:15:35 +01:00
dm = mesh_create_derived ( me , ob , deformedVerts ) ;
2006-08-20 17:22:56 +02:00
2011-04-15 07:20:18 +02:00
if ( build_shapekey_layers )
add_shapekey_layers ( dm , me , ob ) ;
2005-07-26 02:45:19 +02:00
MEM_freeN ( deformedVerts ) ;
} else {
2011-02-11 16:15:35 +01:00
DerivedMesh * tdm = mesh_create_derived ( me , ob , NULL ) ;
2011-04-15 07:20:18 +02:00
if ( build_shapekey_layers )
add_shapekey_layers ( tdm , me , ob ) ;
2006-08-28 03:12:36 +02:00
dm = mti - > applyModifier ( md , ob , tdm , 0 , 0 ) ;
if ( tdm ! = dm ) tdm - > release ( tdm ) ;
2005-07-26 02:45:19 +02:00
}
return dm ;
}
2009-05-18 10:46:04 +02:00
static float * get_editbmesh_orco_verts ( BMEditMesh * em )
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
{
2009-05-16 18:18:08 +02:00
BMIter iter ;
BMVert * eve ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
float * orco ;
int a , totvert ;
/* these may not really be the orco's, but it's only for preview.
* could be solver better once , but isn ' t simple */
2009-05-16 18:18:08 +02:00
totvert = em - > bm - > totvert ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
orco = MEM_mallocN ( sizeof ( float ) * 3 * totvert , " EditMesh Orco " ) ;
2009-05-16 18:18:08 +02:00
eve = BMIter_New ( & iter , em - > bm , BM_VERTS_OF_MESH , NULL ) ;
2011-11-07 08:01:24 +01:00
for ( a = 0 ; eve ; eve = BMIter_Step ( & iter ) , a + = 3 ) {
2011-11-06 16:39:20 +01:00
copy_v3_v3 ( orco + a , eve - > co ) ;
}
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
return orco ;
}
2009-05-23 05:24:15 +02:00
/* orco custom data layer */
2010-07-19 06:44:37 +02:00
static void * get_orco_coords_dm ( Object * ob , BMEditMesh * em , int layer , int * free )
2010-03-30 13:49:07 +02:00
{
* free = 0 ;
if ( layer = = CD_ORCO ) {
/* get original coordinates */
* free = 1 ;
if ( em )
2010-07-19 06:44:37 +02:00
return ( float ( * ) [ 3 ] ) get_editbmesh_orco_verts ( em ) ;
2010-03-30 13:49:07 +02:00
else
return ( float ( * ) [ 3 ] ) get_mesh_orco_verts ( ob ) ;
}
else if ( layer = = CD_CLOTH_ORCO ) {
/* apply shape key for cloth, this should really be solved
by a more flexible customdata system , but not simple */
if ( ! em ) {
ClothModifierData * clmd = ( ClothModifierData * ) modifiers_findByType ( ob , eModifierType_Cloth ) ;
2011-12-05 00:13:28 +01:00
KeyBlock * kb = key_get_keyblock ( ob_get_key ( ob ) , clmd - > sim_parms - > shapekey_rest ) ;
if ( kb - > data )
return kb - > data ;
2010-03-30 13:49:07 +02:00
}
return NULL ;
}
return NULL ;
}
2010-09-04 07:31:25 +02:00
static DerivedMesh * create_orco_dm ( Object * ob , Mesh * me , BMEditMesh * em , int layer )
2007-12-05 13:40:54 +01:00
{
DerivedMesh * dm ;
float ( * orco ) [ 3 ] ;
2010-03-30 13:49:07 +02:00
int free ;
2007-12-05 13:40:54 +01:00
2012-01-18 16:29:25 +01:00
if ( em ) dm = CDDM_from_BMEditMesh ( em , me , FALSE , FALSE ) ;
2010-03-30 13:49:07 +02:00
else dm = CDDM_from_mesh ( me , ob ) ;
orco = get_orco_coords_dm ( ob , em , layer , & free ) ;
if ( orco ) {
CDDM_apply_vert_coords ( dm , orco ) ;
if ( free ) MEM_freeN ( orco ) ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
}
2012-01-18 16:47:56 +01:00
CDDM_calc_normals ( dm ) ;
2007-12-05 13:40:54 +01:00
return dm ;
}
2010-07-19 06:44:37 +02:00
static void add_orco_dm ( Object * ob , BMEditMesh * em , DerivedMesh * dm ,
DerivedMesh * orcodm , int layer )
2007-12-05 13:40:54 +01:00
{
float ( * orco ) [ 3 ] , ( * layerorco ) [ 3 ] ;
2010-03-30 13:49:07 +02:00
int totvert , free ;
2007-12-05 13:40:54 +01:00
totvert = dm - > getNumVerts ( dm ) ;
if ( orcodm ) {
orco = MEM_callocN ( sizeof ( float ) * 3 * totvert , " dm orco " ) ;
2010-03-30 13:49:07 +02:00
free = 1 ;
2007-12-05 13:40:54 +01:00
if ( orcodm - > getNumVerts ( orcodm ) = = totvert )
orcodm - > getVertCos ( orcodm , orco ) ;
else
dm - > getVertCos ( dm , orco ) ;
}
2010-03-30 13:49:07 +02:00
else
orco = get_orco_coords_dm ( ob , em , layer , & free ) ;
2007-12-05 13:40:54 +01:00
2010-03-30 13:49:07 +02:00
if ( orco ) {
if ( layer = = CD_ORCO )
transform_mesh_orco_verts ( ob - > data , orco , totvert , 0 ) ;
2007-12-05 13:40:54 +01:00
2010-03-30 13:49:07 +02:00
if ( ! ( layerorco = DM_get_vert_data_layer ( dm , layer ) ) ) {
DM_add_vert_layer ( dm , layer , CD_CALLOC , NULL ) ;
layerorco = DM_get_vert_data_layer ( dm , layer ) ;
}
2007-12-05 13:40:54 +01:00
2010-03-30 13:49:07 +02:00
memcpy ( layerorco , orco , sizeof ( float ) * 3 * totvert ) ;
if ( free ) MEM_freeN ( orco ) ;
2007-12-05 13:40:54 +01:00
}
}
2009-05-23 05:24:15 +02:00
/* weight paint colors */
/* Something of a hack, at the moment deal with weightpaint
* by tucking into colors during modifier eval , only in
* wpaint mode . Works ok but need to make sure recalc
* happens on enter / exit wpaint .
*/
2011-11-26 04:13:54 +01:00
void weight_to_rgb ( float r_rgb [ 3 ] , const float weight )
2009-05-23 05:24:15 +02:00
{
2011-11-26 04:13:54 +01:00
const float blend = ( ( weight / 2.0f ) + 0.5f ) ;
if ( weight < = 0.25f ) { // blue->cyan
r_rgb [ 0 ] = 0.0f ;
r_rgb [ 1 ] = blend * weight * 4.0f ;
r_rgb [ 2 ] = blend ;
2009-05-23 05:24:15 +02:00
}
2011-11-26 04:13:54 +01:00
else if ( weight < = 0.50f ) { // cyan->green
r_rgb [ 0 ] = 0.0f ;
r_rgb [ 1 ] = blend ;
r_rgb [ 2 ] = blend * ( 1.0f - ( ( weight - 0.25f ) * 4.0f ) ) ;
2009-05-23 05:24:15 +02:00
}
2011-11-26 04:13:54 +01:00
else if ( weight < = 0.75f ) { // green->yellow
r_rgb [ 0 ] = blend * ( ( weight - 0.50f ) * 4.0f ) ;
r_rgb [ 1 ] = blend ;
r_rgb [ 2 ] = 0.0f ;
2009-05-23 05:24:15 +02:00
}
2011-11-26 04:13:54 +01:00
else if ( weight < = 1.0f ) { // yellow->red
r_rgb [ 0 ] = blend ;
r_rgb [ 1 ] = blend * ( 1.0f - ( ( weight - 0.75f ) * 4.0f ) ) ;
r_rgb [ 2 ] = 0.0f ;
2009-05-23 05:24:15 +02:00
}
2011-12-07 08:13:33 +01:00
else {
/* exceptional value, unclamped or nan,
* avoid uninitialized memory use */
r_rgb [ 0 ] = 1.0f ;
r_rgb [ 1 ] = 0.0f ;
r_rgb [ 2 ] = 1.0f ;
}
2009-05-23 05:24:15 +02:00
}
2011-09-14 04:04:26 +02:00
/* draw_flag's for calc_weightpaint_vert_color */
enum {
CALC_WP_MULTIPAINT = ( 1 < < 0 ) ,
2011-12-07 08:13:33 +01:00
CALC_WP_AUTO_NORMALIZE = ( 1 < < 1 )
2011-09-14 04:04:26 +02:00
} ;
2011-12-19 23:55:04 +01:00
static void weightpaint_color ( unsigned char r_col [ 4 ] , ColorBand * coba , const float input )
2011-12-18 13:54:50 +01:00
{
float colf [ 4 ] ;
if ( coba ) do_colorband ( coba , input , colf ) ;
else weight_to_rgb ( colf , input ) ;
r_col [ 3 ] = ( unsigned char ) ( colf [ 0 ] * 255.0f ) ;
r_col [ 2 ] = ( unsigned char ) ( colf [ 1 ] * 255.0f ) ;
r_col [ 1 ] = ( unsigned char ) ( colf [ 2 ] * 255.0f ) ;
r_col [ 0 ] = 255 ;
}
2011-12-07 19:22:16 +01:00
static void calc_weightpaint_vert_color (
2011-12-18 13:54:50 +01:00
unsigned char r_col [ 4 ] ,
MDeformVert * dv , ColorBand * coba ,
const int defbase_tot , const int defbase_act ,
const char * dg_flags ,
const int selected , const int draw_flag )
2009-05-23 05:24:15 +02:00
{
2011-12-07 08:13:33 +01:00
float input = 0.0f ;
2011-09-18 19:10:28 +02:00
2011-09-14 04:04:26 +02:00
int make_black = FALSE ;
2009-04-02 16:38:40 +02:00
2011-12-18 13:54:50 +01:00
if ( ( selected > 1 ) & & ( draw_flag & CALC_WP_MULTIPAINT ) ) {
int was_a_nonzero = FALSE ;
2011-12-19 23:55:04 +01:00
unsigned int i ;
2011-12-18 13:54:50 +01:00
MDeformWeight * dw = dv - > dw ;
2011-12-19 23:55:04 +01:00
for ( i = dv - > totweight ; i ! = 0 ; i - - , dw + + ) {
2011-12-18 13:54:50 +01:00
/* in multipaint, get the average if auto normalize is inactive
* get the sum if it is active */
if ( dw - > def_nr < defbase_tot ) {
if ( dg_flags [ dw - > def_nr ] ) {
if ( dw - > weight ) {
input + = dw - > weight ;
was_a_nonzero = TRUE ;
2011-06-10 21:47:53 +02:00
}
}
2011-06-08 21:05:17 +02:00
}
2011-12-18 13:54:50 +01:00
}
2009-05-23 05:24:15 +02:00
2011-12-18 13:54:50 +01:00
/* make it black if the selected groups have no weight on a vertex */
if ( was_a_nonzero = = FALSE ) {
make_black = TRUE ;
2011-09-14 04:04:26 +02:00
}
2011-12-18 13:54:50 +01:00
else if ( ( draw_flag & CALC_WP_AUTO_NORMALIZE ) = = FALSE ) {
input / = selected ; /* get the average */
2011-06-10 21:47:53 +02:00
}
2011-06-08 21:05:17 +02:00
}
2011-12-18 13:54:50 +01:00
else {
/* default, non tricky behavior */
input = defvert_find_weight ( dv , defbase_act ) ;
}
if ( make_black ) { /* TODO, theme color */
r_col [ 3 ] = 0 ;
r_col [ 2 ] = 0 ;
r_col [ 1 ] = 0 ;
r_col [ 0 ] = 255 ;
2011-09-14 04:04:26 +02:00
}
2011-12-07 08:13:33 +01:00
else {
CLAMP ( input , 0.0f , 1.0f ) ;
2011-12-18 13:54:50 +01:00
weightpaint_color ( r_col , coba , input ) ;
2011-12-07 08:13:33 +01:00
}
2009-05-23 05:24:15 +02:00
}
static ColorBand * stored_cb = NULL ;
void vDM_ColorBand_store ( ColorBand * coba )
{
stored_cb = coba ;
}
2011-12-20 03:04:35 +01:00
/* return an array of vertex weight colors, caller must free.
*
* note that we could save some memory and allocate RGB only but then we ' d need to
* re - arrange the colors when copying to the face since MCol has odd ordering ,
* so leave this as is - campbell */
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
static unsigned char * calc_weightpaint_vert_array ( Object * ob , DerivedMesh * dm , int const draw_flag , ColorBand * coba )
2009-05-23 05:24:15 +02:00
{
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
MDeformVert * dv = DM_get_vert_data_layer ( dm , CD_MDEFORMVERT ) ;
int numVerts = dm - > getNumVerts ( dm ) ;
unsigned char * wtcol_v = MEM_mallocN ( sizeof ( unsigned char ) * numVerts * 4 , " weightmap_v " ) ;
2011-12-18 13:54:50 +01:00
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
if ( dv ) {
2011-12-19 23:55:04 +01:00
unsigned char * wc = wtcol_v ;
unsigned int i ;
2011-12-18 13:54:50 +01:00
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
/* variables for multipaint */
2011-12-18 13:54:50 +01:00
const int defbase_tot = BLI_countlist ( & ob - > defbase ) ;
const int defbase_act = ob - > actdef - 1 ;
char * dg_flags = MEM_mallocN ( defbase_tot * sizeof ( char ) , __func__ ) ;
const int selected = get_selected_defgroups ( ob , dg_flags , defbase_tot ) ;
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
for ( i = numVerts ; i ! = 0 ; i - - , wc + = 4 , dv + + ) {
2011-12-19 23:55:04 +01:00
calc_weightpaint_vert_color ( wc , dv , coba , defbase_tot , defbase_act , dg_flags , selected , draw_flag ) ;
2011-12-18 13:54:50 +01:00
}
MEM_freeN ( dg_flags ) ;
}
else {
int col_i ;
weightpaint_color ( ( unsigned char * ) & col_i , coba , 0.0f ) ;
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
fill_vn_i ( ( int * ) wtcol_v , numVerts , col_i ) ;
2011-12-19 23:55:04 +01:00
}
return wtcol_v ;
}
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
/* return an array of vertex weight colors from given weights, caller must free.
*
* note that we could save some memory and allocate RGB only but then we ' d need to
* re - arrange the colors when copying to the face since MCol has odd ordering ,
* so leave this as is - campbell */
static unsigned char * calc_colors_from_weights_array ( const int num , float * weights )
2011-12-19 23:55:04 +01:00
{
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
unsigned char * wtcol_v = MEM_mallocN ( sizeof ( unsigned char ) * num * 4 , " weightmap_v " ) ;
unsigned char * wc = wtcol_v ;
int i ;
2011-12-19 23:55:04 +01:00
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
for ( i = 0 ; i < num ; i + + , wc + = 4 , weights + + )
weightpaint_color ( ( unsigned char * ) wc , NULL , * weights ) ;
return wtcol_v ;
}
void DM_update_weight_mcol ( Object * ob , DerivedMesh * dm , int const draw_flag ,
float * weights , int num , const int * indices )
2011-12-19 23:55:04 +01:00
{
ColorBand * coba = stored_cb ; /* warning, not a local var */
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
unsigned char * wtcol_v ;
2012-01-23 17:32:11 +01:00
#if 0 /* See coment below. */
2012-01-22 21:05:26 +01:00
unsigned char * wtcol_f = dm - > getTessFaceDataArray ( dm , CD_WEIGHT_MCOL ) ;
2012-01-23 17:32:11 +01:00
# endif
2012-01-22 21:05:26 +01:00
unsigned char ( * wtcol_l ) [ 4 ] = CustomData_get_layer ( dm - > getLoopDataLayout ( dm ) , CD_WEIGHT_MLOOPCOL ) ;
2012-01-23 17:32:11 +01:00
#if 0 /* See coment below. */
2011-12-20 02:33:14 +01:00
MFace * mf = dm - > getTessFaceArray ( dm ) ;
2012-01-23 17:32:11 +01:00
# endif
2011-12-20 02:33:14 +01:00
MLoop * mloop = dm - > getLoopArray ( dm ) , * ml ;
MPoly * mp = dm - > getPolyArray ( dm ) ;
2012-01-22 21:05:26 +01:00
int numFaces = dm - > getNumTessFaces ( dm ) ;
int numVerts = dm - > getNumVerts ( dm ) ;
int totloop ;
int i , j ;
2011-12-19 23:55:04 +01:00
2012-01-23 17:32:11 +01:00
#if 0 /* See comment below */
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
/* If no CD_WEIGHT_MCOL existed yet, add a new one! */
if ( ! wtcol_f )
wtcol_f = CustomData_add_layer ( & dm - > faceData , CD_WEIGHT_MCOL , CD_CALLOC , NULL , numFaces ) ;
if ( wtcol_f ) {
unsigned char * wtcol_f_step = wtcol_f ;
2012-01-23 17:32:11 +01:00
# else
2012-01-23 18:17:08 +01:00
/* XXX We have to create a CD_WEIGHT_MCOL, else it might sigsev (after a SubSurf mod, eg)... */
2012-01-23 17:32:11 +01:00
if ( ! dm - > getTessFaceDataArray ( dm , CD_WEIGHT_MCOL ) )
CustomData_add_layer ( & dm - > faceData , CD_WEIGHT_MCOL , CD_CALLOC , NULL , numFaces ) ;
{
# endif
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
/* Weights are given by caller. */
if ( weights ) {
float * w = weights ;
/* If indices is not NULL, it means we do not have weights for all vertices,
* so we must create them ( and set them to zero ) . . . */
if ( indices ) {
w = MEM_callocN ( sizeof ( float ) * numVerts , " Temp weight array DM_update_weight_mcol " ) ;
i = num ;
while ( i - - )
w [ indices [ i ] ] = weights [ i ] ;
}
/* Convert float weights to colors. */
wtcol_v = calc_colors_from_weights_array ( numVerts , w ) ;
if ( indices )
MEM_freeN ( w ) ;
}
2011-12-20 02:33:14 +01:00
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
/* No weights given, take them from active vgroup(s). */
else
wtcol_v = calc_weightpaint_vert_array ( ob , dm , draw_flag , coba ) ;
2011-12-20 02:33:14 +01:00
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
/* Now copy colors in all face verts. */
2012-01-22 21:05:26 +01:00
/*first add colors to the tesselation faces*/
2012-01-23 17:32:11 +01:00
/* XXX Why update that layer? We have to update WEIGHT_MLOOPCOL anyway,
* and tesselation recreates mface layers from mloop / mpoly ones , so no
* need to fill WEIGHT_MCOL here . */
#if 0
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
for ( i = 0 ; i < numFaces ; i + + , mf + + , wtcol_f_step + = ( 4 * 4 ) ) {
2012-01-22 21:05:26 +01:00
/*origindex being NULL means we're operating on original mesh data*/
2012-01-09 11:38:22 +01:00
#if 0
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
unsigned int fidx = mf - > v4 ? 3 : 2 ;
2012-01-09 11:38:22 +01:00
# else /* better zero out triangles 4th component. else valgrind complains when the buffer's copied */
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
unsigned int fidx ;
if ( mf - > v4 ) {
fidx = 3 ;
}
else {
fidx = 2 ;
* ( int * ) ( & wtcol_f_step [ 3 * 4 ] ) = 0 ;
}
2012-01-09 11:38:22 +01:00
# endif
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
do {
copy_v4_v4_char ( ( char * ) & wtcol_f_step [ fidx * 4 ] ,
2012-01-22 21:05:26 +01:00
( char * ) & wtcol_v [ 4 * ( * ( & mf - > v1 + fidx ) ) ] ) ;
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
} while ( fidx - - ) ;
}
2012-01-23 17:32:11 +01:00
# endif
2012-01-22 21:05:26 +01:00
/*now add to loops, so the data can be passed through the modifier stack*/
/* If no CD_WEIGHT_MLOOPCOL existed yet, we have to add a new one! */
if ( ! wtcol_l ) {
BLI_array_declare ( wtcol_l ) ;
totloop = 0 ;
for ( i = 0 ; i < dm - > numPolyData ; i + + , mp + + ) {
ml = mloop + mp - > loopstart ;
2012-01-23 14:51:44 +01:00
BLI_array_growitems ( wtcol_l , mp - > totloop ) ;
for ( j = 0 ; j < mp - > totloop ; j + + , ml + + , totloop + + ) {
2012-01-22 21:05:26 +01:00
copy_v4_v4_char ( ( char * ) & wtcol_l [ totloop ] ,
( char * ) & wtcol_v [ 4 * ml - > v ] ) ;
}
}
CustomData_add_layer ( & dm - > loopData , CD_WEIGHT_MLOOPCOL , CD_ASSIGN , wtcol_l , totloop ) ;
}
else {
totloop = 0 ;
for ( i = 0 ; i < dm - > numPolyData ; i + + , mp + + ) {
ml = mloop + mp - > loopstart ;
2011-06-14 05:16:08 +02:00
2012-01-22 21:05:26 +01:00
for ( j = 0 ; j < mp - > totloop ; j + + , ml + + , totloop + + ) {
copy_v4_v4_char ( ( char * ) & wtcol_l [ totloop ] ,
( char * ) & wtcol_v [ 4 * ml - > v ] ) ;
}
}
2009-08-31 17:57:13 +02:00
}
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
MEM_freeN ( wtcol_v ) ;
2009-08-31 17:57:13 +02:00
}
2009-05-23 05:24:15 +02:00
}
2011-04-15 07:20:18 +02:00
static void shapekey_layers_to_keyblocks ( DerivedMesh * dm , Mesh * me , int actshape_uid )
{
KeyBlock * kb ;
int i , j , tot ;
if ( ! me - > key )
return ;
tot = CustomData_number_of_layers ( & dm - > vertData , CD_SHAPEKEY ) ;
for ( i = 0 ; i < tot ; i + + ) {
CustomDataLayer * layer = & dm - > vertData . layers [ CustomData_get_layer_index_n ( & dm - > vertData , CD_SHAPEKEY , i ) ] ;
float ( * cos ) [ 3 ] , ( * kbcos ) [ 3 ] ;
for ( kb = me - > key - > block . first ; kb ; kb = kb - > next ) {
if ( kb - > uid = = layer - > uid )
break ;
}
if ( ! kb ) {
kb = add_keyblock ( me - > key , layer - > name ) ;
kb - > uid = layer - > uid ;
}
if ( kb - > data )
MEM_freeN ( kb - > data ) ;
cos = CustomData_get_layer_n ( & dm - > vertData , CD_SHAPEKEY , i ) ;
kb - > totelem = dm - > numVertData ;
kb - > data = kbcos = MEM_mallocN ( sizeof ( float ) * 3 * kb - > totelem , " kbcos DerivedMesh.c " ) ;
if ( kb - > uid = = actshape_uid ) {
MVert * mvert = dm - > getVertArray ( dm ) ;
for ( j = 0 ; j < dm - > numVertData ; j + + , kbcos + + , mvert + + ) {
copy_v3_v3 ( * kbcos , mvert - > co ) ;
}
} else {
for ( j = 0 ; j < kb - > totelem ; j + + , cos + + , kbcos + + ) {
copy_v3_v3 ( * kbcos , * cos ) ;
}
}
}
for ( kb = me - > key - > block . first ; kb ; kb = kb - > next ) {
if ( kb - > totelem ! = dm - > numVertData ) {
if ( kb - > data )
MEM_freeN ( kb - > data ) ;
kb - > totelem = dm - > numVertData ;
kb - > data = MEM_callocN ( sizeof ( float ) * 3 * kb - > totelem , " kb->data derivedmesh.c " ) ;
2011-09-24 14:13:13 +02:00
fprintf ( stderr , " %s: lost a shapekey layer! (bmesh internal error) \n " , __func__ ) ;
2011-04-15 07:20:18 +02:00
}
}
}
2011-05-09 16:32:55 +02:00
static void add_shapekey_layers ( DerivedMesh * dm , Mesh * me , Object * UNUSED ( ob ) )
2011-04-15 07:20:18 +02:00
{
KeyBlock * kb ;
Key * key = me - > key ;
2012-01-30 02:18:49 +01:00
int i ;
const size_t shape_alloc_len = sizeof ( float ) * 3 * me - > totvert ;
2011-04-15 07:20:18 +02:00
if ( ! me - > key )
return ;
2012-01-30 02:18:49 +01:00
/* ensure we can use mesh vertex count for derived mesh custom data */
if ( me - > totvert ! = dm - > getNumVerts ( dm ) ) {
fprintf ( stderr ,
" %s: vertex size mismatch (mesh/dm) '%s' (%d != %d) \n " ,
__func__ , me - > id . name + 2 , me - > totvert , dm - > getNumVerts ( dm ) ) ;
2011-04-15 07:20:18 +02:00
return ;
}
2012-01-30 02:18:49 +01:00
for ( i = 0 , kb = key - > block . first ; kb ; kb = kb - > next , i + + ) {
int ci ;
float * array ;
if ( me - > totvert ! = kb - > totelem ) {
fprintf ( stderr ,
" %s: vertex size mismatch (mesh/keyblock) '%s' (%d != %d) \n " ,
__func__ , me - > id . name + 2 , me - > totvert , kb - > totelem ) ;
array = MEM_callocN ( shape_alloc_len , __func__ ) ;
2011-04-15 07:20:18 +02:00
}
2012-01-30 02:18:49 +01:00
else {
array = MEM_mallocN ( shape_alloc_len , __func__ ) ;
memcpy ( array , kb - > data , shape_alloc_len ) ;
2011-04-15 07:20:18 +02:00
}
2012-01-30 02:18:49 +01:00
CustomData_add_layer_named ( & dm - > vertData , CD_SHAPEKEY , CD_ASSIGN , array , dm - > numVertData , kb - > name ) ;
ci = CustomData_get_layer_index_n ( & dm - > vertData , CD_SHAPEKEY , i ) ;
dm - > vertData . layers [ ci ] . uid = kb - > uid ;
2011-04-15 07:20:18 +02:00
}
}
2009-06-08 22:08:19 +02:00
/* new value for useDeform -1 (hack for the gameengine):
* - apply only the modifier stack of the object , skipping the virtual modifiers ,
* - don ' t apply the key
* - apply deform modifiers and input vertexco
*/
2009-01-04 15:14:06 +01:00
static void mesh_calc_modifiers ( Scene * scene , Object * ob , float ( * inputVertexCos ) [ 3 ] ,
2010-03-22 10:30:00 +01:00
DerivedMesh * * deform_r , DerivedMesh * * final_r ,
int useRenderParams , int useDeform ,
2011-04-15 07:20:18 +02:00
int needMapping , CustomDataMask dataMask ,
int index , int useCache , int build_shapekey_layers )
2005-03-27 22:34:18 +02:00
{
2005-07-20 06:44:02 +02:00
Mesh * me = ob - > data ;
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
ModifierData * firstmd , * md , * previewmd = NULL ;
2006-12-05 18:42:03 +01:00
LinkNode * datamasks , * curr ;
2011-07-08 13:03:37 +02:00
CustomDataMask mask , nextmask , append_mask = 0 ;
2005-08-11 05:31:33 +02:00
float ( * deformedVerts ) [ 3 ] = NULL ;
2011-05-10 19:01:26 +02:00
DerivedMesh * dm = NULL , * orcodm , * clothorcodm , * finaldm ;
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
int numVerts = me - > totvert ;
2006-08-28 03:12:36 +02:00
int required_mode ;
2010-09-30 12:51:36 +02:00
int isPrevDeform = FALSE ;
2010-10-02 18:42:12 +02:00
int skipVirtualArmature = ( useDeform < 0 ) ;
2011-01-31 21:02:51 +01:00
MultiresModifierData * mmd = get_multires_modifier ( scene , ob , 0 ) ;
int has_multires = mmd ! = NULL , multires_applied = 0 ;
int sculpt_mode = ob - > mode & OB_MODE_SCULPT & & ob - > sculpt ;
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
const int draw_flag = ( ( scene - > toolsettings - > multipaint ? CALC_WP_MULTIPAINT : 0 ) |
( scene - > toolsettings - > auto_normalize ? CALC_WP_AUTO_NORMALIZE : 0 ) ) ;
/* Generic preview only in object mode! */
const int do_mod_mcol = ( ob - > mode = = OB_MODE_OBJECT ) ;
#if 0 /* XXX Will re-enable this when we have global mod stack options. */
const int do_final_wmcol = ( scene - > toolsettings - > weights_preview = = WP_WPREVIEW_FINAL ) & & do_wmcol ;
# endif
const int do_final_wmcol = FALSE ;
int do_init_wmcol = ( ( dataMask & CD_MASK_WEIGHT_MCOL ) & & ( ob - > mode & OB_MODE_WEIGHT_PAINT ) & & ! do_final_wmcol ) ;
/* XXX Same as above... For now, only weights preview in WPaint mode. */
const int do_mod_wmcol = do_init_wmcol ;
2011-09-14 04:04:26 +02:00
2011-01-31 21:02:51 +01:00
if ( mmd & & ! mmd - > sculptlvl )
has_multires = 0 ;
2005-03-27 22:34:18 +02:00
2010-10-02 18:42:12 +02:00
if ( ! skipVirtualArmature ) {
firstmd = modifiers_getVirtualModifierList ( ob ) ;
}
else {
/* game engine exception */
firstmd = ob - > modifiers . first ;
if ( firstmd & & firstmd - > type = = eModifierType_Armature )
firstmd = firstmd - > next ;
}
2005-03-27 22:34:18 +02:00
2010-10-02 18:42:12 +02:00
md = firstmd ;
2007-12-17 12:47:24 +01:00
- added eModifierTypeFlag_RequiresOriginalData for modifiers that
can only follow deform (for example, they store mesh vertex
indices)
- added ModifierType.foreachObjectLink for iterating over Object
links inside modifier data (used for file load, relinking, etc)
- switched various modifiers_ functions to take object argument
instead of ListBase
- added user editable name field to modifiers
- bug fix, duplicate and make single user didn't relink object
pointers in modifier data
- added modifiers to outliner, needs icon
- added armature, hook, and softbody modifiers (softbody doesn't
do anything atm). added conversion of old hooks to modifiers.
NOTE-THE-FIRST: User name field is not initialized on loading 2.38 files
so if you have saved stuff with a cvs blender you will see blank names.
NOTE-THE-SECOND: Since modifiers aren't evaluated yet for non-Mesh
objects, hooks for lattices and curves are broken. Don't updated if
you actually, say, *use* Blender.
NOTE-THE-THIRD: Old hooks used a quirky weighting system during
deformation which can't be extended to modifiers. On the upside,
I doubt anyone relied on the old quirky system and the new system
makes much more sense. (Although the way falloff works is still
quite stupid I think).
2005-08-11 00:05:52 +02:00
modifiers_clearErrors ( ob ) ;
2005-08-04 09:25:43 +02:00
2009-06-15 13:48:42 +02:00
if ( useRenderParams ) required_mode = eModifierMode_Render ;
else required_mode = eModifierMode_Realtime ;
2010-01-25 12:39:56 +01:00
datamasks = modifiers_calcDataMasks ( scene , ob , md , dataMask , required_mode ) ;
2006-12-05 18:42:03 +01:00
curr = datamasks ;
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
if ( do_mod_wmcol | | do_mod_mcol ) {
/* Find the last active modifier generating a preview, or NULL if none. */
/* XXX Currently, DPaint modifier just ignores this.
* Needs a stupid hack . . .
* The whole " modifier preview " thing has to be ( re ? ) designed , anyway ! */
previewmd = modifiers_getLastPreview ( scene , md , required_mode ) ;
}
2006-08-28 03:12:36 +02:00
if ( deform_r ) * deform_r = NULL ;
2005-07-19 02:21:01 +02:00
* final_r = NULL ;
2006-08-28 03:12:36 +02:00
if ( useDeform ) {
2009-11-01 01:06:53 +01:00
if ( inputVertexCos )
2009-06-08 22:08:19 +02:00
deformedVerts = inputVertexCos ;
2005-09-26 17:34:21 +02:00
2006-08-28 03:12:36 +02:00
/* Apply all leading deforming modifiers */
2008-07-28 17:21:18 +02:00
for ( ; md ; md = md - > next , curr = curr - > next ) {
2005-08-03 06:04:05 +02:00
ModifierTypeInfo * mti = modifierType_getInfo ( md - > type ) ;
2005-07-19 22:14:17 +02:00
2009-01-04 15:14:06 +01:00
md - > scene = scene ;
2010-01-25 12:39:56 +01:00
if ( ! modifier_isEnabled ( scene , md , required_mode ) ) continue ;
2009-06-08 22:08:19 +02:00
if ( useDeform < 0 & & mti - > dependsOnTime & & mti - > dependsOnTime ( md ) ) continue ;
2006-08-28 03:12:36 +02:00
if ( mti - > type = = eModifierTypeType_OnlyDeform ) {
if ( ! deformedVerts )
deformedVerts = mesh_getVertexCos ( me , & numVerts ) ;
2005-07-19 22:14:17 +02:00
2009-05-31 19:20:57 +02:00
mti - > deformVerts ( md , ob , NULL , deformedVerts , numVerts , useRenderParams , useDeform ) ;
2005-07-19 22:14:17 +02:00
} else {
break ;
}
2008-07-28 13:01:34 +02:00
/* grab modifiers until index i */
2008-07-29 00:56:30 +02:00
if ( ( index > = 0 ) & & ( modifiers_indexInObject ( ob , md ) > = index ) )
2008-07-28 13:01:34 +02:00
break ;
2005-07-19 22:14:17 +02:00
}
2006-08-28 03:12:36 +02:00
/* Result of all leading deforming modifiers is cached for
* places that wish to use the original mesh but with deformed
* coordinates ( vpaint , etc . )
*/
2006-08-30 05:05:30 +02:00
if ( deform_r ) {
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
* deform_r = CDDM_from_mesh ( me , ob ) ;
2011-12-05 00:13:28 +01:00
2011-04-15 07:20:18 +02:00
if ( build_shapekey_layers )
add_shapekey_layers ( dm , me , ob ) ;
2006-09-07 08:44:25 +02:00
if ( deformedVerts ) {
2006-08-30 05:05:30 +02:00
CDDM_apply_vert_coords ( * deform_r , deformedVerts ) ;
2012-01-18 16:47:56 +01:00
CDDM_calc_normals ( * deform_r ) ;
2006-09-07 08:44:25 +02:00
}
2006-08-30 05:05:30 +02:00
}
2005-07-19 02:21:01 +02:00
} else {
2008-07-25 20:57:16 +02:00
/* default behaviour for meshes */
if ( inputVertexCos )
deformedVerts = inputVertexCos ;
else
2009-11-01 01:06:53 +01:00
deformedVerts = mesh_getVertexCos ( me , & numVerts ) ;
2005-07-19 02:21:01 +02:00
}
2005-09-23 16:42:14 +02:00
2006-08-28 03:12:36 +02:00
/* Now apply all remaining modifiers. If useDeform is off then skip
* OnlyDeform ones .
*/
2005-07-19 22:14:17 +02:00
dm = NULL ;
2007-12-05 13:40:54 +01:00
orcodm = NULL ;
2010-03-30 13:49:07 +02:00
clothorcodm = NULL ;
2006-08-30 12:55:46 +02:00
2008-07-28 17:21:18 +02:00
for ( ; md ; md = md - > next , curr = curr - > next ) {
2005-08-03 06:04:05 +02:00
ModifierTypeInfo * mti = modifierType_getInfo ( md - > type ) ;
2005-07-19 22:14:17 +02:00
2009-01-04 15:14:06 +01:00
md - > scene = scene ;
2011-01-31 21:02:51 +01:00
2010-01-25 12:39:56 +01:00
if ( ! modifier_isEnabled ( scene , md , required_mode ) ) continue ;
2006-08-28 03:12:36 +02:00
if ( mti - > type = = eModifierTypeType_OnlyDeform & & ! useDeform ) continue ;
if ( ( mti - > flags & eModifierTypeFlag_RequiresOriginalData ) & & dm ) {
Point Cache Refactoring
=======================
Caching and Baking:
- The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates.
- There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles.
- The cloth autoprotect feature was removed.
- The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries.
- The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions.
- PointCache struct was added to DNA and is automatically allocated for each physics type.
- Soft body now supports Bake Editing just like cloth.
- Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now.
Library Linking:
- Added some more warnings to prevent editing settings on library linked objects.
- Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked.
- Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh).
Physics UI:
- Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth.
- Tweaked field panel buttons to not jump around when changing options.
- Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable.
- I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers.
- Fixed modifier error drawing glitch.
Particles:
- Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() ..
- Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading.
- Make particle threads work with autothreads.
Continue Physics:
- The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache.
- This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics.
Todo:
- Point cache can get out of sync with and undo and changing a file without saving it.
- Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion.
- Menu item and/or buttons for Ctrl+B.
- A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested.
- The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 13:39:20 +02:00
modifier_setError ( md , " Modifier requires original data, bad stack position. " ) ;
- added eModifierTypeFlag_RequiresOriginalData for modifiers that
can only follow deform (for example, they store mesh vertex
indices)
- added ModifierType.foreachObjectLink for iterating over Object
links inside modifier data (used for file load, relinking, etc)
- switched various modifiers_ functions to take object argument
instead of ListBase
- added user editable name field to modifiers
- bug fix, duplicate and make single user didn't relink object
pointers in modifier data
- added modifiers to outliner, needs icon
- added armature, hook, and softbody modifiers (softbody doesn't
do anything atm). added conversion of old hooks to modifiers.
NOTE-THE-FIRST: User name field is not initialized on loading 2.38 files
so if you have saved stuff with a cvs blender you will see blank names.
NOTE-THE-SECOND: Since modifiers aren't evaluated yet for non-Mesh
objects, hooks for lattices and curves are broken. Don't updated if
you actually, say, *use* Blender.
NOTE-THE-THIRD: Old hooks used a quirky weighting system during
deformation which can't be extended to modifiers. On the upside,
I doubt anyone relied on the old quirky system and the new system
makes much more sense. (Although the way falloff works is still
quite stupid I think).
2005-08-11 00:05:52 +02:00
continue ;
}
2011-05-04 15:15:42 +02:00
if ( sculpt_mode & & ( ! has_multires | | multires_applied ) ) {
int unsupported = 0 ;
if ( scene - > toolsettings - > sculpt - > flags & SCULPT_ONLY_DEFORM )
unsupported | = mti - > type ! = eModifierTypeType_OnlyDeform ;
unsupported | = md - > type = = eModifierType_Multires & & ( ( MultiresModifierData * ) md ) - > sculptlvl = = 0 ;
unsupported | = multires_applied ;
if ( unsupported ) {
2011-01-31 21:02:51 +01:00
modifier_setError ( md , " Not supported in sculpt mode. " ) ;
continue ;
}
2011-05-04 15:15:42 +02:00
}
2006-08-28 03:12:36 +02:00
if ( needMapping & & ! modifier_supportsMapping ( md ) ) continue ;
2009-06-08 22:08:19 +02:00
if ( useDeform < 0 & & mti - > dependsOnTime & & mti - > dependsOnTime ( md ) ) continue ;
2005-07-19 22:14:17 +02:00
2007-12-05 13:40:54 +01:00
/* add an orco layer if needed by this modifier */
2010-03-30 13:49:07 +02:00
if ( mti - > requiredDataMask )
2009-06-15 13:48:42 +02:00
mask = mti - > requiredDataMask ( ob , md ) ;
2010-03-30 13:49:07 +02:00
else
mask = 0 ;
if ( dm & & ( mask & CD_MASK_ORCO ) )
add_orco_dm ( ob , NULL , dm , orcodm , CD_ORCO ) ;
2007-12-05 13:40:54 +01:00
2006-08-28 03:12:36 +02:00
/* How to apply modifier depends on (a) what we already have as
* a result of previous modifiers ( could be a DerivedMesh or just
* deformed vertices ) and ( b ) what type the modifier is .
*/
2005-07-19 22:14:17 +02:00
2006-08-28 03:12:36 +02:00
if ( mti - > type = = eModifierTypeType_OnlyDeform ) {
/* No existing verts to deform, need to build them. */
if ( ! deformedVerts ) {
if ( dm ) {
/* Deforming a derived mesh, read the vertex locations
* out of the mesh and deform them . Once done with this
* run of deformers verts will be written back .
*/
2005-07-19 22:14:17 +02:00
numVerts = dm - > getNumVerts ( dm ) ;
2006-08-28 03:12:36 +02:00
deformedVerts =
2010-03-22 10:30:00 +01:00
MEM_mallocN ( sizeof ( * deformedVerts ) * numVerts , " dfmv " ) ;
2005-07-19 22:14:17 +02:00
dm - > getVertCos ( dm , deformedVerts ) ;
} else {
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
deformedVerts = mesh_getVertexCos ( me , & numVerts ) ;
2005-07-19 22:14:17 +02:00
}
}
2010-09-30 12:51:36 +02:00
/* if this is not the last modifier in the stack then recalculate the normals
* to avoid giving bogus normals to the next modifier see : [ # 23673 ] */
2012-01-02 07:53:09 +01:00
if ( isPrevDeform & & mti - > dependsOnNormals & & mti - > dependsOnNormals ( md ) ) {
2010-09-30 12:51:36 +02:00
/* XXX, this covers bug #23673, but we may need normal calc for other types */
2011-05-03 17:01:55 +02:00
if ( dm & & dm - > type = = DM_TYPE_CDDM ) {
2010-09-30 12:51:36 +02:00
CDDM_apply_vert_coords ( dm , deformedVerts ) ;
2012-01-18 16:47:56 +01:00
CDDM_calc_normals ( dm ) ;
2010-09-30 12:51:36 +02:00
}
}
2009-05-31 19:20:57 +02:00
mti - > deformVerts ( md , ob , dm , deformedVerts , numVerts , useRenderParams , useDeform ) ;
2005-07-19 22:14:17 +02:00
} else {
2006-08-28 03:12:36 +02:00
DerivedMesh * ndm ;
2005-07-19 22:14:17 +02:00
2010-10-21 03:08:12 +02:00
/* determine which data layers are needed by following modifiers */
if ( curr - > next )
nextmask = ( CustomDataMask ) GET_INT_FROM_POINTER ( curr - > next - > link ) ;
else
nextmask = dataMask ;
2006-08-28 03:12:36 +02:00
/* apply vertex coordinates or build a DerivedMesh as necessary */
if ( dm ) {
if ( deformedVerts ) {
2012-01-29 22:59:47 +01:00
DerivedMesh * tdm = CDDM_copy ( dm ) ;
2006-08-28 03:12:36 +02:00
dm - > release ( dm ) ;
dm = tdm ;
CDDM_apply_vert_coords ( dm , deformedVerts ) ;
2012-01-18 16:47:56 +01:00
CDDM_calc_normals ( dm ) ;
2006-08-28 03:12:36 +02:00
}
} else {
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
dm = CDDM_from_mesh ( me , ob ) ;
2006-08-28 03:12:36 +02:00
2011-04-15 07:20:18 +02:00
if ( build_shapekey_layers )
add_shapekey_layers ( dm , me , ob ) ;
2006-08-28 03:12:36 +02:00
if ( deformedVerts ) {
CDDM_apply_vert_coords ( dm , deformedVerts ) ;
2012-01-18 16:47:56 +01:00
CDDM_calc_normals ( dm ) ;
2006-08-28 03:12:36 +02:00
}
2009-05-23 05:24:15 +02:00
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
if ( do_init_wmcol )
DM_update_weight_mcol ( ob , dm , draw_flag , NULL , 0 , NULL ) ;
2010-02-09 19:06:57 +01:00
2010-10-21 03:08:12 +02:00
/* Constructive modifiers need to have an origindex
* otherwise they wont have anywhere to copy the data from .
*
* Also create ORIGINDEX data if any of the following modifiers
* requests it , this way Mirror , Solidify etc will keep ORIGINDEX
* data by using generic DM_copy_vert_data ( ) functions .
*/
if ( needMapping | | ( nextmask & CD_MASK_ORIGINDEX ) ) {
/* calc */
2010-02-09 19:06:57 +01:00
DM_add_vert_layer ( dm , CD_ORIGINDEX , CD_CALLOC , NULL ) ;
DM_add_edge_layer ( dm , CD_ORIGINDEX , CD_CALLOC , NULL ) ;
2011-11-29 06:09:54 +01:00
DM_add_poly_layer ( dm , CD_ORIGINDEX , CD_CALLOC , NULL ) ;
2010-02-09 19:06:57 +01:00
2011-11-24 05:12:16 +01:00
range_vn_i ( DM_get_vert_data_layer ( dm , CD_ORIGINDEX ) , dm - > numVertData , 0 ) ;
range_vn_i ( DM_get_edge_data_layer ( dm , CD_ORIGINDEX ) , dm - > numEdgeData , 0 ) ;
2011-11-29 06:09:54 +01:00
range_vn_i ( DM_get_poly_data_layer ( dm , CD_ORIGINDEX ) , dm - > numPolyData , 0 ) ;
2010-02-09 19:06:57 +01:00
}
2006-08-28 03:12:36 +02:00
}
2010-03-30 13:49:07 +02:00
2006-12-05 18:42:03 +01:00
/* set the DerivedMesh to only copy needed data */
2010-03-30 13:49:07 +02:00
mask = ( CustomDataMask ) GET_INT_FROM_POINTER ( curr - > link ) ;
2011-08-01 08:50:24 +02:00
/* needMapping check here fixes bug [#28112], otherwise its
* possible that it wont be copied */
2011-07-08 13:03:37 +02:00
mask | = append_mask ;
2011-08-01 08:50:24 +02:00
DM_set_only_copy ( dm , mask | ( needMapping ? CD_MASK_ORIGINDEX : 0 ) ) ;
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 23:09:57 +01:00
2010-03-30 13:49:07 +02:00
/* add cloth rest shape key if need */
if ( mask & CD_MASK_CLOTH_ORCO )
add_orco_dm ( ob , NULL , dm , clothorcodm , CD_CLOTH_ORCO ) ;
2007-12-05 13:40:54 +01:00
/* add an origspace layer if needed */
2009-01-17 01:51:42 +01:00
if ( ( ( CustomDataMask ) GET_INT_FROM_POINTER ( curr - > link ) ) & CD_MASK_ORIGSPACE )
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 23:09:57 +01:00
if ( ! CustomData_has_layer ( & dm - > faceData , CD_ORIGSPACE ) )
2009-08-15 19:31:28 +02:00
DM_add_tessface_layer ( dm , CD_ORIGSPACE , CD_DEFAULT , NULL ) ;
2007-12-05 13:40:54 +01:00
2010-02-06 19:21:33 +01:00
ndm = mti - > applyModifier ( md , ob , dm , useRenderParams , useCache ) ;
2006-08-28 03:12:36 +02:00
if ( ndm ) {
/* if the modifier returned a new dm, release the old one */
if ( dm & & dm ! = ndm ) dm - > release ( dm ) ;
2005-08-03 06:04:05 +02:00
2005-07-26 04:44:59 +02:00
dm = ndm ;
2006-08-28 03:12:36 +02:00
if ( deformedVerts ) {
if ( deformedVerts ! = inputVertexCos )
2005-07-26 04:44:59 +02:00
MEM_freeN ( deformedVerts ) ;
2006-08-28 03:12:36 +02:00
2005-07-26 04:44:59 +02:00
deformedVerts = NULL ;
2005-07-19 22:14:17 +02:00
}
2005-07-26 04:44:59 +02:00
}
2010-03-30 13:49:07 +02:00
/* create an orco derivedmesh in parallel */
if ( nextmask & CD_MASK_ORCO ) {
if ( ! orcodm )
orcodm = create_orco_dm ( ob , me , NULL , CD_ORCO ) ;
nextmask & = ~ CD_MASK_ORCO ;
2010-10-21 03:08:12 +02:00
DM_set_only_copy ( orcodm , nextmask | CD_MASK_ORIGINDEX ) ;
2010-03-30 13:49:07 +02:00
ndm = mti - > applyModifier ( md , ob , orcodm , useRenderParams , 0 ) ;
if ( ndm ) {
/* if the modifier returned a new dm, release the old one */
if ( orcodm & & orcodm ! = ndm ) orcodm - > release ( orcodm ) ;
orcodm = ndm ;
}
}
/* create cloth orco derivedmesh in parallel */
if ( nextmask & CD_MASK_CLOTH_ORCO ) {
if ( ! clothorcodm )
clothorcodm = create_orco_dm ( ob , me , NULL , CD_CLOTH_ORCO ) ;
nextmask & = ~ CD_MASK_CLOTH_ORCO ;
2010-10-21 03:08:12 +02:00
DM_set_only_copy ( clothorcodm , nextmask | CD_MASK_ORIGINDEX ) ;
2010-03-30 13:49:07 +02:00
ndm = mti - > applyModifier ( md , ob , clothorcodm , useRenderParams , 0 ) ;
if ( ndm ) {
/* if the modifier returned a new dm, release the old one */
if ( clothorcodm & & clothorcodm ! = ndm ) clothorcodm - > release ( clothorcodm ) ;
clothorcodm = ndm ;
}
}
2011-07-08 13:03:37 +02:00
/* in case of dynamic paint, make sure preview mask remains for following modifiers */
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
/* XXX Temp and hackish solution! */
2011-07-08 13:03:37 +02:00
if ( md - > type = = eModifierType_DynamicPaint )
append_mask | = CD_MASK_WEIGHT_MCOL ;
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
/* In case of active preview modifier, make sure preview mask remains for following modifiers. */
else if ( ( md = = previewmd ) & & ( do_mod_wmcol ) ) {
DM_update_weight_mcol ( ob , dm , draw_flag , NULL , 0 , NULL ) ;
append_mask | = CD_MASK_WEIGHT_MCOL ;
}
2005-07-19 22:14:17 +02:00
}
2010-05-03 18:06:36 +02:00
2010-09-30 12:51:36 +02:00
isPrevDeform = ( mti - > type = = eModifierTypeType_OnlyDeform ) ;
2008-07-28 13:01:34 +02:00
/* grab modifiers until index i */
2008-07-29 00:56:30 +02:00
if ( ( index > = 0 ) & & ( modifiers_indexInObject ( ob , md ) > = index ) )
2008-07-28 13:01:34 +02:00
break ;
2011-01-31 21:02:51 +01:00
if ( sculpt_mode & & md - > type = = eModifierType_Multires )
multires_applied = 1 ;
2005-07-19 22:14:17 +02:00
}
2007-12-17 13:54:39 +01:00
for ( md = firstmd ; md ; md = md - > next )
2007-12-17 12:47:24 +01:00
modifier_freeTemporaryData ( md ) ;
2006-08-28 03:12:36 +02:00
/* Yay, we are done. If we have a DerivedMesh and deformed vertices
* need to apply these back onto the DerivedMesh . If we have no
* DerivedMesh then we need to build one .
*/
if ( dm & & deformedVerts ) {
2012-01-29 22:59:47 +01:00
finaldm = CDDM_copy ( dm ) ;
2005-07-19 22:14:17 +02:00
dm - > release ( dm ) ;
2007-12-05 13:40:54 +01:00
CDDM_apply_vert_coords ( finaldm , deformedVerts ) ;
2012-01-18 16:47:56 +01:00
CDDM_calc_normals ( finaldm ) ;
2009-04-02 16:38:40 +02:00
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
#if 0 /* For later nice mod preview! */
/* In case we need modified weights in CD_WEIGHT_MCOL, we have to re-compute it. */
if ( do_final_wmcol )
DM_update_weight_mcol ( ob , finaldm , draw_flag , NULL , 0 , NULL ) ;
# endif
2006-08-28 03:12:36 +02:00
} else if ( dm ) {
2007-12-05 13:40:54 +01:00
finaldm = dm ;
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
#if 0 /* For later nice mod preview! */
/* In case we need modified weights in CD_WEIGHT_MCOL, we have to re-compute it. */
if ( do_final_wmcol )
DM_update_weight_mcol ( ob , finaldm , draw_flag , NULL , 0 , NULL ) ;
# endif
2005-07-19 02:21:01 +02:00
} else {
2011-09-07 14:47:23 +02:00
int recalc_normals = 0 ;
2007-12-05 13:40:54 +01:00
finaldm = CDDM_from_mesh ( me , ob ) ;
2011-04-15 07:20:18 +02:00
2011-09-07 14:47:23 +02:00
if ( build_shapekey_layers ) {
2011-04-15 07:20:18 +02:00
add_shapekey_layers ( finaldm , me , ob ) ;
2011-09-07 14:47:23 +02:00
recalc_normals = 1 ;
}
2011-04-15 07:20:18 +02:00
2006-09-07 08:44:25 +02:00
if ( deformedVerts ) {
2007-12-05 13:40:54 +01:00
CDDM_apply_vert_coords ( finaldm , deformedVerts ) ;
2011-09-07 14:47:23 +02:00
recalc_normals = 1 ;
2006-09-07 08:44:25 +02:00
}
2009-05-23 05:24:15 +02:00
2012-01-22 21:05:26 +01:00
if ( recalc_normals ) {
2012-01-18 16:47:56 +01:00
CDDM_calc_normals ( finaldm ) ;
2006-09-07 08:44:25 +02:00
}
2009-04-02 16:38:40 +02:00
Add weight preview to WeightVG modifiers, and first, simple/basic refactor of how modifiers can generate preview.
User side:
* Preview for DynamicPaint should keep the same behavior (for now). Weight preview should be somawhat quicker, though.
* Preview for WeightVG modifiers is only active in WeightPaint mode, and if the affected vgroup is the active one.
* Last active preview modifier in stack wins!
Note: that modifier preview topic is yet to be further refined, quite raw/incomplete for now.
Dev side:
* In draw code, renamed DRAW_DYNAMIC_PAINT_PREVIEW flag to DRAW_MODIFIERS_PREVIEW
* Removed use of MOD_DPAINT_PREVIEW_READY in DynamicPaint code (seems unecessary, and if it was, should be of more general scope).
* Added eModifierTypeFlag_UsesPreview to ModifierTypeFlag, for modifiers that can generate some preview data.
* Added three new modifier funcs, to handle preview modifiers in draw code / mod stack.
* For weights preview: added the generic DM_update_weight_mcol func, which can update WEIGHT_MCOL layer with either a given array of weights (currently used by DynamicPaint only), or from current active vgroup(s).
So now, draw code is fully generic (i.e. no more modifier-type checking in it). Mod stack code is generic to some extent, but will need more work.
2012-01-22 18:54:23 +01:00
/* In this case, we should never have weight-modifying modifiers in stack... */
if ( do_init_wmcol )
DM_update_weight_mcol ( ob , finaldm , draw_flag , NULL , 0 , NULL ) ;
2005-03-27 22:34:18 +02:00
}
2007-12-05 13:40:54 +01:00
/* add an orco layer if needed */
2008-01-09 15:40:25 +01:00
if ( dataMask & CD_MASK_ORCO ) {
2010-03-30 13:49:07 +02:00
add_orco_dm ( ob , NULL , finaldm , orcodm , CD_ORCO ) ;
2007-12-05 13:40:54 +01:00
2008-01-09 15:40:25 +01:00
if ( deform_r & & * deform_r )
2010-03-30 13:49:07 +02:00
add_orco_dm ( ob , NULL , * deform_r , NULL , CD_ORCO ) ;
2008-01-09 15:40:25 +01:00
}
2007-12-05 13:40:54 +01:00
2011-10-09 23:11:51 +02:00
# ifdef WITH_GAMEENGINE
/* NavMesh - this is a hack but saves having a NavMesh modifier */
2011-10-09 23:43:13 +02:00
if ( ( ob - > gameflag & OB_NAVMESH ) & & ( finaldm - > type = = DM_TYPE_CDDM ) ) {
2011-10-09 23:11:51 +02:00
DerivedMesh * tdm ;
tdm = navmesh_dm_createNavMeshForVisualization ( finaldm ) ;
if ( finaldm ! = tdm ) {
finaldm - > release ( finaldm ) ;
finaldm = tdm ;
}
}
# endif /* WITH_GAMEENGINE */
2011-12-07 02:12:53 +01:00
/* --------------------------------------------------------------------- */
2012-01-20 14:14:14 +01:00
/* First calculate the polygon and vertex normals, re-tesselation
* copies these into the tessface ' s normal layer */
finaldm - > calcNormals ( finaldm ) ;
2011-12-07 02:12:53 +01:00
/* Re-tesselation is necessary to push render data (uvs, textures, colors)
* from loops and polys onto the tessfaces . This may be currently be
* redundantin cases where the render mode doesn ' t use these inputs , but
* ideally eventually tesselation would happen on - demand , and this is one
* of the primary places it would be needed . */
finaldm - > recalcTesselation ( finaldm ) ;
/* Need to watch this, it can cause issues, see bug [#29338] */
/* take care with this block, we really need testing frameworks */
/* --------------------------------------------------------------------- */
2011-11-13 16:13:59 +01:00
2007-12-05 13:40:54 +01:00
* final_r = finaldm ;
if ( orcodm )
orcodm - > release ( orcodm ) ;
2010-03-30 13:49:07 +02:00
if ( clothorcodm )
clothorcodm - > release ( clothorcodm ) ;
2007-12-05 13:40:54 +01:00
2006-08-28 03:12:36 +02:00
if ( deformedVerts & & deformedVerts ! = inputVertexCos )
2005-07-19 02:21:01 +02:00
MEM_freeN ( deformedVerts ) ;
2006-08-28 03:12:36 +02:00
2006-12-05 18:42:03 +01:00
BLI_linklist_free ( datamasks , NULL ) ;
2005-03-27 22:34:18 +02:00
}
2011-02-27 07:19:40 +01:00
float ( * editbmesh_get_vertex_cos ( BMEditMesh * em , int * numVerts_r ) ) [ 3 ]
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
{
2009-05-16 18:18:08 +02:00
int i , numVerts = * numVerts_r = em - > bm - > totvert ;
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
float ( * cos ) [ 3 ] ;
2009-05-16 18:18:08 +02:00
BMIter iter ;
BMVert * eve ;
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
2011-03-31 02:52:12 +02:00
cos = MEM_mallocN ( sizeof ( float ) * 3 * numVerts , " vertexcos " ) ;
2009-05-16 18:18:08 +02:00
eve = BMIter_New ( & iter , em - > bm , BM_VERTS_OF_MESH , NULL ) ;
for ( i = 0 ; eve ; eve = BMIter_Step ( & iter ) , i + + ) {
2011-11-06 16:39:20 +01:00
copy_v3_v3 ( cos [ i ] , eve - > co ) ;
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
}
2005-10-09 18:59:10 +02:00
return cos ;
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
}
2011-02-27 07:19:40 +01:00
int editbmesh_modifier_is_enabled ( Scene * scene , ModifierData * md , DerivedMesh * dm )
2007-07-28 23:04:30 +02:00
{
ModifierTypeInfo * mti = modifierType_getInfo ( md - > type ) ;
int required_mode = eModifierMode_Realtime | eModifierMode_Editmode ;
2010-01-25 12:39:56 +01:00
if ( ! modifier_isEnabled ( scene , md , required_mode ) ) return 0 ;
2007-07-28 23:04:30 +02:00
if ( ( mti - > flags & eModifierTypeFlag_RequiresOriginalData ) & & dm ) {
Point Cache Refactoring
=======================
Caching and Baking:
- The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates.
- There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles.
- The cloth autoprotect feature was removed.
- The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries.
- The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions.
- PointCache struct was added to DNA and is automatically allocated for each physics type.
- Soft body now supports Bake Editing just like cloth.
- Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now.
Library Linking:
- Added some more warnings to prevent editing settings on library linked objects.
- Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked.
- Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh).
Physics UI:
- Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth.
- Tweaked field panel buttons to not jump around when changing options.
- Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable.
- I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers.
- Fixed modifier error drawing glitch.
Particles:
- Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() ..
- Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading.
- Make particle threads work with autothreads.
Continue Physics:
- The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache.
- This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics.
Todo:
- Point cache can get out of sync with and undo and changing a file without saving it.
- Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion.
- Menu item and/or buttons for Ctrl+B.
- A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested.
- The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 13:39:20 +02:00
modifier_setError ( md , " Modifier requires original data, bad stack position. " ) ;
2007-07-28 23:04:30 +02:00
return 0 ;
}
return 1 ;
}
2009-05-18 10:46:04 +02:00
static void editbmesh_calc_modifiers ( Scene * scene , Object * ob , BMEditMesh * em , DerivedMesh * * cage_r ,
2010-03-22 10:30:00 +01:00
DerivedMesh * * final_r ,
CustomDataMask dataMask )
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
{
2005-08-04 09:25:43 +02:00
ModifierData * md ;
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
float ( * deformedVerts ) [ 3 ] = NULL ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
CustomDataMask mask ;
2012-01-02 07:53:09 +01:00
DerivedMesh * dm , * orcodm = NULL ;
2010-01-25 12:39:56 +01:00
int i , numVerts = 0 , cageIndex = modifiers_getCageIndex ( scene , ob , NULL , 1 ) ;
2006-12-05 18:42:03 +01:00
LinkNode * datamasks , * curr ;
2009-06-15 13:48:42 +02:00
int required_mode = eModifierMode_Realtime | eModifierMode_Editmode ;
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
- added eModifierTypeFlag_RequiresOriginalData for modifiers that
can only follow deform (for example, they store mesh vertex
indices)
- added ModifierType.foreachObjectLink for iterating over Object
links inside modifier data (used for file load, relinking, etc)
- switched various modifiers_ functions to take object argument
instead of ListBase
- added user editable name field to modifiers
- bug fix, duplicate and make single user didn't relink object
pointers in modifier data
- added modifiers to outliner, needs icon
- added armature, hook, and softbody modifiers (softbody doesn't
do anything atm). added conversion of old hooks to modifiers.
NOTE-THE-FIRST: User name field is not initialized on loading 2.38 files
so if you have saved stuff with a cvs blender you will see blank names.
NOTE-THE-SECOND: Since modifiers aren't evaluated yet for non-Mesh
objects, hooks for lattices and curves are broken. Don't updated if
you actually, say, *use* Blender.
NOTE-THE-THIRD: Old hooks used a quirky weighting system during
deformation which can't be extended to modifiers. On the upside,
I doubt anyone relied on the old quirky system and the new system
makes much more sense. (Although the way falloff works is still
quite stupid I think).
2005-08-11 00:05:52 +02:00
modifiers_clearErrors ( ob ) ;
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
2006-08-28 03:12:36 +02:00
if ( cage_r & & cageIndex = = - 1 ) {
2009-05-16 18:18:08 +02:00
* cage_r = getEditDerivedBMesh ( em , ob , NULL ) ;
2005-08-03 06:04:05 +02:00
}
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
2012-01-02 07:53:09 +01:00
dm = NULL ;
2009-11-01 01:06:53 +01:00
md = modifiers_getVirtualModifierList ( ob ) ;
2006-12-05 18:42:03 +01:00
2010-01-25 12:39:56 +01:00
datamasks = modifiers_calcDataMasks ( scene , ob , md , dataMask , required_mode ) ;
2006-12-05 18:42:03 +01:00
curr = datamasks ;
for ( i = 0 ; md ; i + + , md = md - > next , curr = curr - > next ) {
2005-08-03 06:04:05 +02:00
ModifierTypeInfo * mti = modifierType_getInfo ( md - > type ) ;
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
2009-01-04 15:14:06 +01:00
md - > scene = scene ;
2010-03-09 05:32:40 +01:00
if ( ! editbmesh_modifier_is_enabled ( scene , md , dm ) )
- added eModifierTypeFlag_RequiresOriginalData for modifiers that
can only follow deform (for example, they store mesh vertex
indices)
- added ModifierType.foreachObjectLink for iterating over Object
links inside modifier data (used for file load, relinking, etc)
- switched various modifiers_ functions to take object argument
instead of ListBase
- added user editable name field to modifiers
- bug fix, duplicate and make single user didn't relink object
pointers in modifier data
- added modifiers to outliner, needs icon
- added armature, hook, and softbody modifiers (softbody doesn't
do anything atm). added conversion of old hooks to modifiers.
NOTE-THE-FIRST: User name field is not initialized on loading 2.38 files
so if you have saved stuff with a cvs blender you will see blank names.
NOTE-THE-SECOND: Since modifiers aren't evaluated yet for non-Mesh
objects, hooks for lattices and curves are broken. Don't updated if
you actually, say, *use* Blender.
NOTE-THE-THIRD: Old hooks used a quirky weighting system during
deformation which can't be extended to modifiers. On the upside,
I doubt anyone relied on the old quirky system and the new system
makes much more sense. (Although the way falloff works is still
quite stupid I think).
2005-08-11 00:05:52 +02:00
continue ;
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
/* add an orco layer if needed by this modifier */
if ( dm & & mti - > requiredDataMask ) {
2009-06-15 13:48:42 +02:00
mask = mti - > requiredDataMask ( ob , md ) ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
if ( mask & CD_MASK_ORCO )
2010-03-30 13:49:07 +02:00
add_orco_dm ( ob , em , dm , orcodm , CD_ORCO ) ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
}
2006-08-28 03:12:36 +02:00
/* How to apply modifier depends on (a) what we already have as
* a result of previous modifiers ( could be a DerivedMesh or just
* deformed vertices ) and ( b ) what type the modifier is .
*/
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
2006-08-28 03:12:36 +02:00
if ( mti - > type = = eModifierTypeType_OnlyDeform ) {
/* No existing verts to deform, need to build them. */
if ( ! deformedVerts ) {
if ( dm ) {
/* Deforming a derived mesh, read the vertex locations
* out of the mesh and deform them . Once done with this
* run of deformers verts will be written back .
*/
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
numVerts = dm - > getNumVerts ( dm ) ;
2006-08-28 03:12:36 +02:00
deformedVerts =
2010-03-22 10:30:00 +01:00
MEM_mallocN ( sizeof ( * deformedVerts ) * numVerts , " dfmv " ) ;
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
dm - > getVertCos ( dm , deformedVerts ) ;
} else {
2011-02-27 07:19:40 +01:00
deformedVerts = editbmesh_get_vertex_cos ( em , & numVerts ) ;
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
}
}
2010-05-03 12:09:26 +02:00
if ( mti - > deformVertsEM )
mti - > deformVertsEM ( md , ob , em , dm , deformedVerts , numVerts ) ;
else mti - > deformVerts ( md , ob , dm , deformedVerts , numVerts , 0 , 0 ) ;
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
} else {
2006-08-28 03:12:36 +02:00
DerivedMesh * ndm ;
/* apply vertex coordinates or build a DerivedMesh as necessary */
if ( dm ) {
if ( deformedVerts ) {
2012-01-29 22:59:47 +01:00
DerivedMesh * tdm = CDDM_copy ( dm ) ;
2006-08-28 03:12:36 +02:00
if ( ! ( cage_r & & dm = = * cage_r ) ) dm - > release ( dm ) ;
dm = tdm ;
CDDM_apply_vert_coords ( dm , deformedVerts ) ;
2012-01-18 16:47:56 +01:00
CDDM_calc_normals ( dm ) ;
2006-08-28 03:12:36 +02:00
} else if ( cage_r & & dm = = * cage_r ) {
/* dm may be changed by this modifier, so we need to copy it
*/
2012-01-29 22:59:47 +01:00
dm = CDDM_copy ( dm ) ;
2006-08-28 03:12:36 +02:00
}
} else {
2012-01-18 16:47:56 +01:00
dm = CDDM_from_BMEditMesh ( em , ob - > data , FALSE , FALSE ) ;
2006-08-28 03:12:36 +02:00
if ( deformedVerts ) {
CDDM_apply_vert_coords ( dm , deformedVerts ) ;
2012-01-18 16:47:56 +01:00
CDDM_calc_normals ( dm ) ;
2006-08-28 03:12:36 +02:00
}
}
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
/* create an orco derivedmesh in parallel */
2009-01-17 01:51:42 +01:00
mask = ( CustomDataMask ) GET_INT_FROM_POINTER ( curr - > link ) ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
if ( mask & CD_MASK_ORCO ) {
if ( ! orcodm )
2010-03-30 13:49:07 +02:00
orcodm = create_orco_dm ( ob , ob - > data , em , CD_ORCO ) ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
mask & = ~ CD_MASK_ORCO ;
2010-10-21 03:08:12 +02:00
DM_set_only_copy ( orcodm , mask | CD_MASK_ORIGINDEX ) ;
2010-05-03 12:09:26 +02:00
if ( mti - > applyModifierEM )
ndm = mti - > applyModifierEM ( md , ob , em , orcodm ) ;
else
ndm = mti - > applyModifier ( md , ob , orcodm , 0 , 0 ) ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
if ( ndm ) {
/* if the modifier returned a new dm, release the old one */
if ( orcodm & & orcodm ! = ndm ) orcodm - > release ( orcodm ) ;
orcodm = ndm ;
}
}
2006-12-05 18:42:03 +01:00
/* set the DerivedMesh to only copy needed data */
2010-10-21 03:08:12 +02:00
mask = ( CustomDataMask ) GET_INT_FROM_POINTER ( curr - > link ) ; /* CD_MASK_ORCO may have been cleared above */
2006-12-05 18:42:03 +01:00
2010-10-21 03:08:12 +02:00
DM_set_only_copy ( dm , mask | CD_MASK_ORIGINDEX ) ;
if ( mask & CD_MASK_ORIGSPACE )
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 23:09:57 +01:00
if ( ! CustomData_has_layer ( & dm - > faceData , CD_ORIGSPACE ) )
2009-08-15 19:31:28 +02:00
DM_add_tessface_layer ( dm , CD_ORIGSPACE , CD_DEFAULT , NULL ) ;
Particles
=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 23:09:57 +01:00
2010-05-03 12:09:26 +02:00
if ( mti - > applyModifierEM )
ndm = mti - > applyModifierEM ( md , ob , em , dm ) ;
else
ndm = mti - > applyModifier ( md , ob , dm , 0 , 0 ) ;
2005-08-03 06:04:05 +02:00
if ( ndm ) {
2006-08-28 03:12:36 +02:00
if ( dm & & dm ! = ndm )
dm - > release ( dm ) ;
2005-08-03 06:04:05 +02:00
dm = ndm ;
if ( deformedVerts ) {
MEM_freeN ( deformedVerts ) ;
deformedVerts = NULL ;
}
}
}
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
2006-08-28 03:12:36 +02:00
if ( cage_r & & i = = cageIndex ) {
if ( dm & & deformedVerts ) {
2012-01-29 22:59:47 +01:00
* cage_r = CDDM_copy ( dm ) ;
2006-08-28 03:12:36 +02:00
CDDM_apply_vert_coords ( * cage_r , deformedVerts ) ;
} else if ( dm ) {
2005-08-03 06:04:05 +02:00
* cage_r = dm ;
} else {
2006-08-28 03:12:36 +02:00
* cage_r =
2010-07-19 06:44:37 +02:00
getEditDerivedBMesh ( em , ob ,
2010-03-22 10:30:00 +01:00
deformedVerts ? MEM_dupallocN ( deformedVerts ) : NULL ) ;
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
}
}
}
2006-12-05 18:42:03 +01:00
BLI_linklist_free ( datamasks , NULL ) ;
2006-08-28 03:12:36 +02:00
/* Yay, we are done. If we have a DerivedMesh and deformed vertices need
* to apply these back onto the DerivedMesh . If we have no DerivedMesh
* then we need to build one .
*/
if ( dm & & deformedVerts ) {
2012-01-29 22:59:47 +01:00
* final_r = CDDM_copy ( dm ) ;
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
2006-08-28 03:12:36 +02:00
if ( ! ( cage_r & & dm = = * cage_r ) ) dm - > release ( dm ) ;
CDDM_apply_vert_coords ( * final_r , deformedVerts ) ;
2012-01-20 00:34:53 +01:00
CDDM_calc_normals ( * final_r ) ; /* was CDDM_calc_normals_mapping - campbell */
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
} else if ( dm ) {
2012-01-02 07:53:09 +01:00
* final_r = dm ;
( * final_r ) - > calcNormals ( * final_r ) ; /* BMESH_ONLY - BMESH_TODO. check if this is needed */
2007-05-16 17:19:54 +02:00
} else if ( ! deformedVerts & & cage_r & & * cage_r ) {
2012-01-02 07:53:09 +01:00
* final_r = * cage_r ;
( * final_r ) - > calcNormals ( * final_r ) ; /* BMESH_ONLY - BMESH_TODO. check if this is needed */
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
} else {
2012-01-02 07:53:09 +01:00
* final_r = getEditDerivedBMesh ( em , ob , deformedVerts ) ;
2007-02-03 15:46:30 +01:00
deformedVerts = NULL ;
2012-01-02 07:53:09 +01:00
( * final_r ) - > calcNormals ( * final_r ) ; /* BMESH_ONLY - BMESH_TODO. check if this is needed */
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
}
2007-02-03 15:46:30 +01:00
2012-01-20 14:53:47 +01:00
/* --- */
/* BMESH_ONLY, ensure tessface's used for drawing,
* but dont recalculate if the last modifier in the stack gives us tessfaces */
DM_ensure_tessface ( * final_r ) ;
if ( cage_r & & ( * cage_r ! = * final_r ) ) DM_ensure_tessface ( * cage_r ) ;
/* --- */
2012-01-20 00:34:53 +01:00
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
/* add an orco layer if needed */
if ( dataMask & CD_MASK_ORCO )
2010-03-30 13:49:07 +02:00
add_orco_dm ( ob , em , * final_r , orcodm , CD_ORCO ) ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
if ( orcodm )
orcodm - > release ( orcodm ) ;
2007-02-03 15:46:30 +01:00
if ( deformedVerts )
MEM_freeN ( deformedVerts ) ;
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)
todo: add drawFacesTex for ccgderivedmesh
So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.
Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 09:37:15 +02:00
}
- shuffled editmesh derived function name/function
- added ModifierTypeInfo.freeData function
- added modifier_{new,free] utility function
- added ccgSubSurf_getUseAgeCounts to query info
- removed subsurf modifier faking (ME_SUBSURF flag is no
longer valid). subsurf modifier gets converted on file load
although there is obscure linked mesh situation where this
can go wrong, will fix shortly. this also means that some
places in the code that test/copy subsurf settings are broken
for the time being.
- shuffled modifier calculation to be simpler. note that
all modifiers are currently disabled in editmode (including
subsurf). don't worry, will return shortly.
- bug fix, build modifier didn't randomize meshes with only verts
- cleaned up subsurf_ccg and adapted for future editmode modifier
work
- added editmesh.derived{Cage,Final}, not used yet
- added SubsurfModifierData.{mCache,emCache}, will be used to cache
subsurf instead of caching in derivedmesh itself
- removed old subsurf buttons
- added do_modifiers_buttons to handle modifier events
- removed count_object counting of modifier (subsurfed) objects...
this would be nice to add back at some point but requires care.
probably requires rewrite of counting system.
New feature: Incremental Subsurf in Object Mode
The previous release introduce incremental subsurf calculation during
editmode but it was not turned on during object mode. In general it
does not make sense to have it always enabled during object mode because
it requires caching a fair amount of information about the mesh which
is a waste of memory unless the mesh is often recalculated.
However, for mesh's that have subsurfed armatures for example, or that
have other modifiers so that the mesh is essentially changing on every
frame, it makes a lot of sense to keep the subsurf'd object around and
that is what the new incremental subsurf modifier toggle is for. The
intent is that the user will enable this option for (a) a mesh that is
currently under active editing or (b) a mesh that is heavily updated
in the scene, such as a character.
I will try to write more about this feature for release, because it
has advantages and disadvantages that are not immediately obvious (the
first user reaction will be to turn it on for ever object, which is
probably not correct).
2005-07-21 22:30:33 +02:00
static void clear_mesh_caches ( Object * ob )
2005-07-19 04:36:21 +02:00
{
Mesh * me = ob - > data ;
/* also serves as signal to remake texspace */
2007-12-05 22:50:23 +01:00
if ( ob - > bb ) {
MEM_freeN ( ob - > bb ) ;
ob - > bb = NULL ;
}
2005-07-19 04:36:21 +02:00
if ( me - > bb ) {
MEM_freeN ( me - > bb ) ;
me - > bb = NULL ;
}
freedisplist ( & ob - > disp ) ;
if ( ob - > derivedFinal ) {
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
ob - > derivedFinal - > needsFree = 1 ;
2005-07-19 04:36:21 +02:00
ob - > derivedFinal - > release ( ob - > derivedFinal ) ;
ob - > derivedFinal = NULL ;
}
if ( ob - > derivedDeform ) {
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
ob - > derivedDeform - > needsFree = 1 ;
2005-07-19 04:36:21 +02:00
ob - > derivedDeform - > release ( ob - > derivedDeform ) ;
ob - > derivedDeform = NULL ;
}
2011-01-31 21:02:51 +01:00
if ( ob - > sculpt ) {
2011-09-14 02:37:27 +02:00
object_sculpt_modifiers_changed ( ob ) ;
2010-03-22 12:59:36 +01:00
}
- shuffled editmesh derived function name/function
- added ModifierTypeInfo.freeData function
- added modifier_{new,free] utility function
- added ccgSubSurf_getUseAgeCounts to query info
- removed subsurf modifier faking (ME_SUBSURF flag is no
longer valid). subsurf modifier gets converted on file load
although there is obscure linked mesh situation where this
can go wrong, will fix shortly. this also means that some
places in the code that test/copy subsurf settings are broken
for the time being.
- shuffled modifier calculation to be simpler. note that
all modifiers are currently disabled in editmode (including
subsurf). don't worry, will return shortly.
- bug fix, build modifier didn't randomize meshes with only verts
- cleaned up subsurf_ccg and adapted for future editmode modifier
work
- added editmesh.derived{Cage,Final}, not used yet
- added SubsurfModifierData.{mCache,emCache}, will be used to cache
subsurf instead of caching in derivedmesh itself
- removed old subsurf buttons
- added do_modifiers_buttons to handle modifier events
- removed count_object counting of modifier (subsurfed) objects...
this would be nice to add back at some point but requires care.
probably requires rewrite of counting system.
New feature: Incremental Subsurf in Object Mode
The previous release introduce incremental subsurf calculation during
editmode but it was not turned on during object mode. In general it
does not make sense to have it always enabled during object mode because
it requires caching a fair amount of information about the mesh which
is a waste of memory unless the mesh is often recalculated.
However, for mesh's that have subsurfed armatures for example, or that
have other modifiers so that the mesh is essentially changing on every
frame, it makes a lot of sense to keep the subsurf'd object around and
that is what the new incremental subsurf modifier toggle is for. The
intent is that the user will enable this option for (a) a mesh that is
currently under active editing or (b) a mesh that is heavily updated
in the scene, such as a character.
I will try to write more about this feature for release, because it
has advantages and disadvantages that are not immediately obvious (the
first user reaction will be to turn it on for ever object, which is
probably not correct).
2005-07-21 22:30:33 +02:00
}
2005-07-19 04:36:21 +02:00
2011-04-15 07:20:18 +02:00
static void mesh_build_data ( Scene * scene , Object * ob , CustomDataMask dataMask ,
2012-01-30 02:18:49 +01:00
int build_shapekey_layers )
- shuffled editmesh derived function name/function
- added ModifierTypeInfo.freeData function
- added modifier_{new,free] utility function
- added ccgSubSurf_getUseAgeCounts to query info
- removed subsurf modifier faking (ME_SUBSURF flag is no
longer valid). subsurf modifier gets converted on file load
although there is obscure linked mesh situation where this
can go wrong, will fix shortly. this also means that some
places in the code that test/copy subsurf settings are broken
for the time being.
- shuffled modifier calculation to be simpler. note that
all modifiers are currently disabled in editmode (including
subsurf). don't worry, will return shortly.
- bug fix, build modifier didn't randomize meshes with only verts
- cleaned up subsurf_ccg and adapted for future editmode modifier
work
- added editmesh.derived{Cage,Final}, not used yet
- added SubsurfModifierData.{mCache,emCache}, will be used to cache
subsurf instead of caching in derivedmesh itself
- removed old subsurf buttons
- added do_modifiers_buttons to handle modifier events
- removed count_object counting of modifier (subsurfed) objects...
this would be nice to add back at some point but requires care.
probably requires rewrite of counting system.
New feature: Incremental Subsurf in Object Mode
The previous release introduce incremental subsurf calculation during
editmode but it was not turned on during object mode. In general it
does not make sense to have it always enabled during object mode because
it requires caching a fair amount of information about the mesh which
is a waste of memory unless the mesh is often recalculated.
However, for mesh's that have subsurfed armatures for example, or that
have other modifiers so that the mesh is essentially changing on every
frame, it makes a lot of sense to keep the subsurf'd object around and
that is what the new incremental subsurf modifier toggle is for. The
intent is that the user will enable this option for (a) a mesh that is
currently under active editing or (b) a mesh that is heavily updated
in the scene, such as a character.
I will try to write more about this feature for release, because it
has advantages and disadvantages that are not immediately obvious (the
first user reaction will be to turn it on for ever object, which is
probably not correct).
2005-07-21 22:30:33 +02:00
{
2009-01-10 15:19:14 +01:00
Object * obact = scene - > basact ? scene - > basact - > object : NULL ;
2009-09-16 19:43:09 +02:00
int editing = paint_facesel_test ( ob ) ;
2011-01-18 02:58:19 +01:00
/* weight paint and face select need original indices because of selection buffer drawing */
2011-11-07 16:03:53 +01:00
int needMapping = ( ob = = obact ) & & ( editing | | ( ob - > mode & ( OB_MODE_WEIGHT_PAINT | OB_MODE_VERTEX_PAINT | OB_MODE_TEXTURE_PAINT ) ) ) ;
2010-02-09 19:06:57 +01:00
- shuffled editmesh derived function name/function
- added ModifierTypeInfo.freeData function
- added modifier_{new,free] utility function
- added ccgSubSurf_getUseAgeCounts to query info
- removed subsurf modifier faking (ME_SUBSURF flag is no
longer valid). subsurf modifier gets converted on file load
although there is obscure linked mesh situation where this
can go wrong, will fix shortly. this also means that some
places in the code that test/copy subsurf settings are broken
for the time being.
- shuffled modifier calculation to be simpler. note that
all modifiers are currently disabled in editmode (including
subsurf). don't worry, will return shortly.
- bug fix, build modifier didn't randomize meshes with only verts
- cleaned up subsurf_ccg and adapted for future editmode modifier
work
- added editmesh.derived{Cage,Final}, not used yet
- added SubsurfModifierData.{mCache,emCache}, will be used to cache
subsurf instead of caching in derivedmesh itself
- removed old subsurf buttons
- added do_modifiers_buttons to handle modifier events
- removed count_object counting of modifier (subsurfed) objects...
this would be nice to add back at some point but requires care.
probably requires rewrite of counting system.
New feature: Incremental Subsurf in Object Mode
The previous release introduce incremental subsurf calculation during
editmode but it was not turned on during object mode. In general it
does not make sense to have it always enabled during object mode because
it requires caching a fair amount of information about the mesh which
is a waste of memory unless the mesh is often recalculated.
However, for mesh's that have subsurfed armatures for example, or that
have other modifiers so that the mesh is essentially changing on every
frame, it makes a lot of sense to keep the subsurf'd object around and
that is what the new incremental subsurf modifier toggle is for. The
intent is that the user will enable this option for (a) a mesh that is
currently under active editing or (b) a mesh that is heavily updated
in the scene, such as a character.
I will try to write more about this feature for release, because it
has advantages and disadvantages that are not immediately obvious (the
first user reaction will be to turn it on for ever object, which is
probably not correct).
2005-07-21 22:30:33 +02:00
clear_mesh_caches ( ob ) ;
2009-05-23 05:24:15 +02:00
mesh_calc_modifiers ( scene , ob , NULL , & ob - > derivedDeform ,
& ob - > derivedFinal , 0 , 1 ,
2011-04-15 07:20:18 +02:00
needMapping , dataMask , - 1 , 1 , build_shapekey_layers ) ;
2009-01-02 20:10:35 +01:00
2010-03-05 17:47:52 +01:00
DM_set_object_boundbox ( ob , ob - > derivedFinal ) ;
2005-07-19 04:36:21 +02:00
2009-01-02 20:10:35 +01:00
ob - > derivedFinal - > needsFree = 0 ;
ob - > derivedDeform - > needsFree = 0 ;
ob - > lastDataMask = dataMask ;
- shuffled editmesh derived function name/function
- added ModifierTypeInfo.freeData function
- added modifier_{new,free] utility function
- added ccgSubSurf_getUseAgeCounts to query info
- removed subsurf modifier faking (ME_SUBSURF flag is no
longer valid). subsurf modifier gets converted on file load
although there is obscure linked mesh situation where this
can go wrong, will fix shortly. this also means that some
places in the code that test/copy subsurf settings are broken
for the time being.
- shuffled modifier calculation to be simpler. note that
all modifiers are currently disabled in editmode (including
subsurf). don't worry, will return shortly.
- bug fix, build modifier didn't randomize meshes with only verts
- cleaned up subsurf_ccg and adapted for future editmode modifier
work
- added editmesh.derived{Cage,Final}, not used yet
- added SubsurfModifierData.{mCache,emCache}, will be used to cache
subsurf instead of caching in derivedmesh itself
- removed old subsurf buttons
- added do_modifiers_buttons to handle modifier events
- removed count_object counting of modifier (subsurfed) objects...
this would be nice to add back at some point but requires care.
probably requires rewrite of counting system.
New feature: Incremental Subsurf in Object Mode
The previous release introduce incremental subsurf calculation during
editmode but it was not turned on during object mode. In general it
does not make sense to have it always enabled during object mode because
it requires caching a fair amount of information about the mesh which
is a waste of memory unless the mesh is often recalculated.
However, for mesh's that have subsurfed armatures for example, or that
have other modifiers so that the mesh is essentially changing on every
frame, it makes a lot of sense to keep the subsurf'd object around and
that is what the new incremental subsurf modifier toggle is for. The
intent is that the user will enable this option for (a) a mesh that is
currently under active editing or (b) a mesh that is heavily updated
in the scene, such as a character.
I will try to write more about this feature for release, because it
has advantages and disadvantages that are not immediately obvious (the
first user reaction will be to turn it on for ever object, which is
probably not correct).
2005-07-21 22:30:33 +02:00
}
2009-05-18 10:46:04 +02:00
static void editbmesh_build_data ( Scene * scene , Object * obedit , BMEditMesh * em , CustomDataMask dataMask )
- shuffled editmesh derived function name/function
- added ModifierTypeInfo.freeData function
- added modifier_{new,free] utility function
- added ccgSubSurf_getUseAgeCounts to query info
- removed subsurf modifier faking (ME_SUBSURF flag is no
longer valid). subsurf modifier gets converted on file load
although there is obscure linked mesh situation where this
can go wrong, will fix shortly. this also means that some
places in the code that test/copy subsurf settings are broken
for the time being.
- shuffled modifier calculation to be simpler. note that
all modifiers are currently disabled in editmode (including
subsurf). don't worry, will return shortly.
- bug fix, build modifier didn't randomize meshes with only verts
- cleaned up subsurf_ccg and adapted for future editmode modifier
work
- added editmesh.derived{Cage,Final}, not used yet
- added SubsurfModifierData.{mCache,emCache}, will be used to cache
subsurf instead of caching in derivedmesh itself
- removed old subsurf buttons
- added do_modifiers_buttons to handle modifier events
- removed count_object counting of modifier (subsurfed) objects...
this would be nice to add back at some point but requires care.
probably requires rewrite of counting system.
New feature: Incremental Subsurf in Object Mode
The previous release introduce incremental subsurf calculation during
editmode but it was not turned on during object mode. In general it
does not make sense to have it always enabled during object mode because
it requires caching a fair amount of information about the mesh which
is a waste of memory unless the mesh is often recalculated.
However, for mesh's that have subsurfed armatures for example, or that
have other modifiers so that the mesh is essentially changing on every
frame, it makes a lot of sense to keep the subsurf'd object around and
that is what the new incremental subsurf modifier toggle is for. The
intent is that the user will enable this option for (a) a mesh that is
currently under active editing or (b) a mesh that is heavily updated
in the scene, such as a character.
I will try to write more about this feature for release, because it
has advantages and disadvantages that are not immediately obvious (the
first user reaction will be to turn it on for ever object, which is
probably not correct).
2005-07-21 22:30:33 +02:00
{
2009-01-02 20:10:35 +01:00
clear_mesh_caches ( obedit ) ;
- shuffled editmesh derived function name/function
- added ModifierTypeInfo.freeData function
- added modifier_{new,free] utility function
- added ccgSubSurf_getUseAgeCounts to query info
- removed subsurf modifier faking (ME_SUBSURF flag is no
longer valid). subsurf modifier gets converted on file load
although there is obscure linked mesh situation where this
can go wrong, will fix shortly. this also means that some
places in the code that test/copy subsurf settings are broken
for the time being.
- shuffled modifier calculation to be simpler. note that
all modifiers are currently disabled in editmode (including
subsurf). don't worry, will return shortly.
- bug fix, build modifier didn't randomize meshes with only verts
- cleaned up subsurf_ccg and adapted for future editmode modifier
work
- added editmesh.derived{Cage,Final}, not used yet
- added SubsurfModifierData.{mCache,emCache}, will be used to cache
subsurf instead of caching in derivedmesh itself
- removed old subsurf buttons
- added do_modifiers_buttons to handle modifier events
- removed count_object counting of modifier (subsurfed) objects...
this would be nice to add back at some point but requires care.
probably requires rewrite of counting system.
New feature: Incremental Subsurf in Object Mode
The previous release introduce incremental subsurf calculation during
editmode but it was not turned on during object mode. In general it
does not make sense to have it always enabled during object mode because
it requires caching a fair amount of information about the mesh which
is a waste of memory unless the mesh is often recalculated.
However, for mesh's that have subsurfed armatures for example, or that
have other modifiers so that the mesh is essentially changing on every
frame, it makes a lot of sense to keep the subsurf'd object around and
that is what the new incremental subsurf modifier toggle is for. The
intent is that the user will enable this option for (a) a mesh that is
currently under active editing or (b) a mesh that is heavily updated
in the scene, such as a character.
I will try to write more about this feature for release, because it
has advantages and disadvantages that are not immediately obvious (the
first user reaction will be to turn it on for ever object, which is
probably not correct).
2005-07-21 22:30:33 +02:00
if ( em - > derivedFinal ) {
if ( em - > derivedFinal ! = em - > derivedCage ) {
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
em - > derivedFinal - > needsFree = 1 ;
- shuffled editmesh derived function name/function
- added ModifierTypeInfo.freeData function
- added modifier_{new,free] utility function
- added ccgSubSurf_getUseAgeCounts to query info
- removed subsurf modifier faking (ME_SUBSURF flag is no
longer valid). subsurf modifier gets converted on file load
although there is obscure linked mesh situation where this
can go wrong, will fix shortly. this also means that some
places in the code that test/copy subsurf settings are broken
for the time being.
- shuffled modifier calculation to be simpler. note that
all modifiers are currently disabled in editmode (including
subsurf). don't worry, will return shortly.
- bug fix, build modifier didn't randomize meshes with only verts
- cleaned up subsurf_ccg and adapted for future editmode modifier
work
- added editmesh.derived{Cage,Final}, not used yet
- added SubsurfModifierData.{mCache,emCache}, will be used to cache
subsurf instead of caching in derivedmesh itself
- removed old subsurf buttons
- added do_modifiers_buttons to handle modifier events
- removed count_object counting of modifier (subsurfed) objects...
this would be nice to add back at some point but requires care.
probably requires rewrite of counting system.
New feature: Incremental Subsurf in Object Mode
The previous release introduce incremental subsurf calculation during
editmode but it was not turned on during object mode. In general it
does not make sense to have it always enabled during object mode because
it requires caching a fair amount of information about the mesh which
is a waste of memory unless the mesh is often recalculated.
However, for mesh's that have subsurfed armatures for example, or that
have other modifiers so that the mesh is essentially changing on every
frame, it makes a lot of sense to keep the subsurf'd object around and
that is what the new incremental subsurf modifier toggle is for. The
intent is that the user will enable this option for (a) a mesh that is
currently under active editing or (b) a mesh that is heavily updated
in the scene, such as a character.
I will try to write more about this feature for release, because it
has advantages and disadvantages that are not immediately obvious (the
first user reaction will be to turn it on for ever object, which is
probably not correct).
2005-07-21 22:30:33 +02:00
em - > derivedFinal - > release ( em - > derivedFinal ) ;
}
em - > derivedFinal = NULL ;
}
if ( em - > derivedCage ) {
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
em - > derivedCage - > needsFree = 1 ;
- shuffled editmesh derived function name/function
- added ModifierTypeInfo.freeData function
- added modifier_{new,free] utility function
- added ccgSubSurf_getUseAgeCounts to query info
- removed subsurf modifier faking (ME_SUBSURF flag is no
longer valid). subsurf modifier gets converted on file load
although there is obscure linked mesh situation where this
can go wrong, will fix shortly. this also means that some
places in the code that test/copy subsurf settings are broken
for the time being.
- shuffled modifier calculation to be simpler. note that
all modifiers are currently disabled in editmode (including
subsurf). don't worry, will return shortly.
- bug fix, build modifier didn't randomize meshes with only verts
- cleaned up subsurf_ccg and adapted for future editmode modifier
work
- added editmesh.derived{Cage,Final}, not used yet
- added SubsurfModifierData.{mCache,emCache}, will be used to cache
subsurf instead of caching in derivedmesh itself
- removed old subsurf buttons
- added do_modifiers_buttons to handle modifier events
- removed count_object counting of modifier (subsurfed) objects...
this would be nice to add back at some point but requires care.
probably requires rewrite of counting system.
New feature: Incremental Subsurf in Object Mode
The previous release introduce incremental subsurf calculation during
editmode but it was not turned on during object mode. In general it
does not make sense to have it always enabled during object mode because
it requires caching a fair amount of information about the mesh which
is a waste of memory unless the mesh is often recalculated.
However, for mesh's that have subsurfed armatures for example, or that
have other modifiers so that the mesh is essentially changing on every
frame, it makes a lot of sense to keep the subsurf'd object around and
that is what the new incremental subsurf modifier toggle is for. The
intent is that the user will enable this option for (a) a mesh that is
currently under active editing or (b) a mesh that is heavily updated
in the scene, such as a character.
I will try to write more about this feature for release, because it
has advantages and disadvantages that are not immediately obvious (the
first user reaction will be to turn it on for ever object, which is
probably not correct).
2005-07-21 22:30:33 +02:00
em - > derivedCage - > release ( em - > derivedCage ) ;
em - > derivedCage = NULL ;
}
2009-05-16 18:18:08 +02:00
editbmesh_calc_modifiers ( scene , obedit , em , & em - > derivedCage , & em - > derivedFinal , dataMask ) ;
2010-03-05 17:47:52 +01:00
DM_set_object_boundbox ( obedit , em - > derivedFinal ) ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
2010-03-05 17:47:52 +01:00
em - > lastDataMask = dataMask ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
em - > derivedFinal - > needsFree = 0 ;
em - > derivedCage - > needsFree = 0 ;
2005-07-19 04:36:21 +02:00
}
2011-04-15 07:20:18 +02:00
void makeDerivedMesh ( Scene * scene , Object * ob , BMEditMesh * em ,
2012-01-30 02:18:49 +01:00
CustomDataMask dataMask , int build_shapekey_layers )
2005-07-19 04:36:21 +02:00
{
2008-12-31 18:11:42 +01:00
if ( em ) {
2009-05-16 18:18:08 +02:00
editbmesh_build_data ( scene , ob , em , dataMask ) ;
- shuffled editmesh derived function name/function
- added ModifierTypeInfo.freeData function
- added modifier_{new,free] utility function
- added ccgSubSurf_getUseAgeCounts to query info
- removed subsurf modifier faking (ME_SUBSURF flag is no
longer valid). subsurf modifier gets converted on file load
although there is obscure linked mesh situation where this
can go wrong, will fix shortly. this also means that some
places in the code that test/copy subsurf settings are broken
for the time being.
- shuffled modifier calculation to be simpler. note that
all modifiers are currently disabled in editmode (including
subsurf). don't worry, will return shortly.
- bug fix, build modifier didn't randomize meshes with only verts
- cleaned up subsurf_ccg and adapted for future editmode modifier
work
- added editmesh.derived{Cage,Final}, not used yet
- added SubsurfModifierData.{mCache,emCache}, will be used to cache
subsurf instead of caching in derivedmesh itself
- removed old subsurf buttons
- added do_modifiers_buttons to handle modifier events
- removed count_object counting of modifier (subsurfed) objects...
this would be nice to add back at some point but requires care.
probably requires rewrite of counting system.
New feature: Incremental Subsurf in Object Mode
The previous release introduce incremental subsurf calculation during
editmode but it was not turned on during object mode. In general it
does not make sense to have it always enabled during object mode because
it requires caching a fair amount of information about the mesh which
is a waste of memory unless the mesh is often recalculated.
However, for mesh's that have subsurfed armatures for example, or that
have other modifiers so that the mesh is essentially changing on every
frame, it makes a lot of sense to keep the subsurf'd object around and
that is what the new incremental subsurf modifier toggle is for. The
intent is that the user will enable this option for (a) a mesh that is
currently under active editing or (b) a mesh that is heavily updated
in the scene, such as a character.
I will try to write more about this feature for release, because it
has advantages and disadvantages that are not immediately obvious (the
first user reaction will be to turn it on for ever object, which is
probably not correct).
2005-07-21 22:30:33 +02:00
} else {
2011-04-15 07:20:18 +02:00
mesh_build_data ( scene , ob , dataMask , build_shapekey_layers ) ;
- shuffled editmesh derived function name/function
- added ModifierTypeInfo.freeData function
- added modifier_{new,free] utility function
- added ccgSubSurf_getUseAgeCounts to query info
- removed subsurf modifier faking (ME_SUBSURF flag is no
longer valid). subsurf modifier gets converted on file load
although there is obscure linked mesh situation where this
can go wrong, will fix shortly. this also means that some
places in the code that test/copy subsurf settings are broken
for the time being.
- shuffled modifier calculation to be simpler. note that
all modifiers are currently disabled in editmode (including
subsurf). don't worry, will return shortly.
- bug fix, build modifier didn't randomize meshes with only verts
- cleaned up subsurf_ccg and adapted for future editmode modifier
work
- added editmesh.derived{Cage,Final}, not used yet
- added SubsurfModifierData.{mCache,emCache}, will be used to cache
subsurf instead of caching in derivedmesh itself
- removed old subsurf buttons
- added do_modifiers_buttons to handle modifier events
- removed count_object counting of modifier (subsurfed) objects...
this would be nice to add back at some point but requires care.
probably requires rewrite of counting system.
New feature: Incremental Subsurf in Object Mode
The previous release introduce incremental subsurf calculation during
editmode but it was not turned on during object mode. In general it
does not make sense to have it always enabled during object mode because
it requires caching a fair amount of information about the mesh which
is a waste of memory unless the mesh is often recalculated.
However, for mesh's that have subsurfed armatures for example, or that
have other modifiers so that the mesh is essentially changing on every
frame, it makes a lot of sense to keep the subsurf'd object around and
that is what the new incremental subsurf modifier toggle is for. The
intent is that the user will enable this option for (a) a mesh that is
currently under active editing or (b) a mesh that is heavily updated
in the scene, such as a character.
I will try to write more about this feature for release, because it
has advantages and disadvantages that are not immediately obvious (the
first user reaction will be to turn it on for ever object, which is
probably not correct).
2005-07-21 22:30:33 +02:00
}
2005-07-19 04:36:21 +02:00
}
/***/
2009-01-04 15:14:06 +01:00
DerivedMesh * mesh_get_derived_final ( Scene * scene , Object * ob , CustomDataMask dataMask )
2005-03-27 22:34:18 +02:00
{
2006-12-05 18:42:03 +01:00
/* if there's no derived mesh or the last data mask used doesn't include
* the data we need , rebuild the derived mesh
*/
if ( ! ob - > derivedFinal | | ( dataMask & ob - > lastDataMask ) ! = dataMask )
2011-04-15 07:20:18 +02:00
mesh_build_data ( scene , ob , dataMask , 0 ) ;
2005-07-13 22:16:35 +02:00
2005-07-19 04:36:21 +02:00
return ob - > derivedFinal ;
2005-07-19 02:21:01 +02:00
}
2009-01-04 15:14:06 +01:00
DerivedMesh * mesh_get_derived_deform ( Scene * scene , Object * ob , CustomDataMask dataMask )
2005-07-19 02:21:01 +02:00
{
2006-12-05 18:42:03 +01:00
/* if there's no derived mesh or the last data mask used doesn't include
* the data we need , rebuild the derived mesh
*/
if ( ! ob - > derivedDeform | | ( dataMask & ob - > lastDataMask ) ! = dataMask )
2011-04-15 07:20:18 +02:00
mesh_build_data ( scene , ob , dataMask , 0 ) ;
2005-03-28 23:49:49 +02:00
2005-07-19 02:21:01 +02:00
return ob - > derivedDeform ;
2005-03-28 23:49:49 +02:00
}
2009-01-04 15:14:06 +01:00
DerivedMesh * mesh_create_derived_render ( Scene * scene , Object * ob , CustomDataMask dataMask )
2007-01-22 00:46:00 +01:00
{
DerivedMesh * final ;
2011-04-15 07:20:18 +02:00
mesh_calc_modifiers ( scene , ob , NULL , NULL , & final , 1 , 1 , 0 , dataMask , - 1 , 0 , 0 ) ;
2008-07-28 13:01:34 +02:00
return final ;
}
2009-01-04 15:14:06 +01:00
DerivedMesh * mesh_create_derived_index_render ( Scene * scene , Object * ob , CustomDataMask dataMask , int index )
2008-07-28 13:01:34 +02:00
{
DerivedMesh * final ;
2011-04-15 07:20:18 +02:00
mesh_calc_modifiers ( scene , ob , NULL , NULL , & final , 1 , 1 , 0 , dataMask , index , 0 , 0 ) ;
2006-11-06 02:08:26 +01:00
2005-07-19 02:21:01 +02:00
return final ;
2005-07-16 23:03:28 +02:00
}
2009-01-04 15:14:06 +01:00
DerivedMesh * mesh_create_derived_view ( Scene * scene , Object * ob , CustomDataMask dataMask )
2006-09-17 07:15:56 +02:00
{
DerivedMesh * final ;
2011-04-15 07:20:18 +02:00
mesh_calc_modifiers ( scene , ob , NULL , NULL , & final , 0 , 1 , 0 , dataMask , - 1 , 0 , 0 ) ;
2006-09-17 07:15:56 +02:00
return final ;
}
2009-01-04 15:14:06 +01:00
DerivedMesh * mesh_create_derived_no_deform ( Scene * scene , Object * ob , float ( * vertCos ) [ 3 ] ,
2010-03-22 10:30:00 +01:00
CustomDataMask dataMask )
2005-07-17 03:18:59 +02:00
{
2005-07-19 02:21:01 +02:00
DerivedMesh * final ;
2007-01-22 00:46:00 +01:00
2011-04-15 07:20:18 +02:00
mesh_calc_modifiers ( scene , ob , vertCos , NULL , & final , 0 , 0 , 0 , dataMask , - 1 , 0 , 0 ) ;
2005-07-17 03:18:59 +02:00
2005-07-19 02:21:01 +02:00
return final ;
2005-07-17 03:18:59 +02:00
}
2009-06-08 22:08:19 +02:00
DerivedMesh * mesh_create_derived_no_virtual ( Scene * scene , Object * ob , float ( * vertCos ) [ 3 ] ,
2010-03-22 10:30:00 +01:00
CustomDataMask dataMask )
2005-07-17 03:18:59 +02:00
{
2005-07-19 02:21:01 +02:00
DerivedMesh * final ;
2007-01-22 00:46:00 +01:00
2011-04-15 07:20:18 +02:00
mesh_calc_modifiers ( scene , ob , vertCos , NULL , & final , 0 , - 1 , 0 , dataMask , - 1 , 0 , 0 ) ;
2005-07-17 03:18:59 +02:00
2005-07-19 02:21:01 +02:00
return final ;
2005-07-17 03:18:59 +02:00
}
2011-01-23 18:17:21 +01:00
DerivedMesh * mesh_create_derived_physics ( Scene * scene , Object * ob , float ( * vertCos ) [ 3 ] ,
CustomDataMask dataMask )
{
DerivedMesh * final ;
2011-04-15 07:20:18 +02:00
mesh_calc_modifiers ( scene , ob , vertCos , NULL , & final , 0 , - 1 , 1 , dataMask , - 1 , 0 , 0 ) ;
2011-01-23 18:17:21 +01:00
return final ;
}
2009-01-04 15:14:06 +01:00
DerivedMesh * mesh_create_derived_no_deform_render ( Scene * scene , Object * ob ,
2010-03-22 10:30:00 +01:00
float ( * vertCos ) [ 3 ] ,
CustomDataMask dataMask )
2005-03-28 23:49:49 +02:00
{
2005-07-19 02:21:01 +02:00
DerivedMesh * final ;
2005-03-28 23:49:49 +02:00
2011-04-15 07:20:18 +02:00
mesh_calc_modifiers ( scene , ob , vertCos , NULL , & final , 1 , 0 , 0 , dataMask , - 1 , 0 , 0 ) ;
2005-04-04 14:22:33 +02:00
2005-07-19 02:21:01 +02:00
return final ;
}
2005-04-04 05:38:21 +02:00
2005-07-19 02:21:01 +02:00
/***/
2009-05-18 10:46:04 +02:00
DerivedMesh * editbmesh_get_derived_cage_and_final ( Scene * scene , Object * obedit , BMEditMesh * em , DerivedMesh * * final_r ,
2010-03-22 10:30:00 +01:00
CustomDataMask dataMask )
2005-07-19 02:21:01 +02:00
{
2006-12-05 18:42:03 +01:00
/* if there's no derived mesh or the last data mask used doesn't include
* the data we need , rebuild the derived mesh
*/
2008-12-31 18:11:42 +01:00
if ( ! em - > derivedCage | |
( em - > lastDataMask & dataMask ) ! = dataMask )
2009-05-16 18:18:08 +02:00
editbmesh_build_data ( scene , obedit , em , dataMask ) ;
2005-03-27 22:34:18 +02:00
2008-12-31 18:11:42 +01:00
* final_r = em - > derivedFinal ;
return em - > derivedCage ;
2005-03-27 22:34:18 +02:00
}
2005-03-28 07:58:43 +02:00
2009-05-18 10:46:04 +02:00
DerivedMesh * editbmesh_get_derived_cage ( Scene * scene , Object * obedit , BMEditMesh * em , CustomDataMask dataMask )
2005-03-28 07:58:43 +02:00
{
2006-12-05 18:42:03 +01:00
/* if there's no derived mesh or the last data mask used doesn't include
* the data we need , rebuild the derived mesh
*/
2008-12-31 18:11:42 +01:00
if ( ! em - > derivedCage | |
( em - > lastDataMask & dataMask ) ! = dataMask )
2009-05-16 18:18:08 +02:00
editbmesh_build_data ( scene , obedit , em , dataMask ) ;
2005-03-28 07:58:43 +02:00
2008-12-31 18:11:42 +01:00
return em - > derivedCage ;
2005-03-28 07:58:43 +02:00
}
2005-08-06 22:44:59 +02:00
2009-05-18 10:46:04 +02:00
DerivedMesh * editbmesh_get_derived_base ( Object * obedit , BMEditMesh * em )
2005-08-06 22:44:59 +02:00
{
2009-05-16 18:18:08 +02:00
return getEditDerivedBMesh ( em , obedit , NULL ) ;
2005-08-06 22:44:59 +02:00
}
2005-09-18 15:27:12 +02:00
2005-09-23 16:42:14 +02:00
2005-11-12 11:35:14 +01:00
/* ********* For those who don't grasp derived stuff! (ton) :) *************** */
static void make_vertexcosnos__mapFunc ( void * userData , int index , float * co , float * no_f , short * no_s )
{
float * vec = userData ;
vec + = 6 * index ;
2006-08-28 03:12:36 +02:00
/* check if we've been here before (normal should not be 0) */
if ( vec [ 3 ] | | vec [ 4 ] | | vec [ 5 ] ) return ;
2011-09-12 06:29:35 +02:00
copy_v3_v3 ( vec , co ) ;
2005-11-12 11:35:14 +01:00
vec + = 3 ;
if ( no_f ) {
2011-09-12 06:29:35 +02:00
copy_v3_v3 ( vec , no_f ) ;
2005-11-12 11:35:14 +01:00
}
else {
2011-09-12 06:29:35 +02:00
normal_short_to_float_v3 ( vec , no_s ) ;
2005-11-12 11:35:14 +01:00
}
}
/* always returns original amount me->totvert of vertices and normals, but fully deformed and subsurfered */
/* this is needed for all code using vertexgroups (no subsurf support) */
/* it stores the normals as floats, but they can still be scaled as shorts (32767 = unit) */
/* in use now by vertex/weight paint and particle generating */
2009-01-04 15:14:06 +01:00
float * mesh_get_mapped_verts_nors ( Scene * scene , Object * ob )
2005-11-12 11:35:14 +01:00
{
Mesh * me = ob - > data ;
2005-11-12 15:39:14 +01:00
DerivedMesh * dm ;
2005-11-12 11:35:14 +01:00
float * vertexcosnos ;
/* lets prevent crashing... */
if ( ob - > type ! = OB_MESH | | me - > totvert = = 0 )
return NULL ;
2011-06-14 05:16:08 +02:00
dm = mesh_get_derived_final ( scene , ob , CD_MASK_BAREMESH | CD_MASK_ORIGINDEX ) ;
2006-08-28 03:12:36 +02:00
vertexcosnos = MEM_callocN ( 6 * sizeof ( float ) * me - > totvert , " vertexcosnos map " ) ;
2005-11-12 11:35:14 +01:00
2005-11-23 20:19:44 +01:00
if ( dm - > foreachMappedVert ) {
2005-11-12 11:35:14 +01:00
dm - > foreachMappedVert ( dm , make_vertexcosnos__mapFunc , vertexcosnos ) ;
2005-11-23 20:19:44 +01:00
}
2005-11-12 11:35:14 +01:00
else {
float * fp = vertexcosnos ;
int a ;
for ( a = 0 ; a < me - > totvert ; a + + , fp + = 6 ) {
dm - > getVertCo ( dm , a , fp ) ;
dm - > getVertNo ( dm , a , fp + 3 ) ;
}
}
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
dm - > release ( dm ) ;
2005-11-12 11:35:14 +01:00
return vertexcosnos ;
}
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
/* ******************* GLSL ******************** */
2007-07-28 23:04:30 +02:00
2011-02-14 19:18:46 +01:00
typedef struct
2007-07-28 23:04:30 +02:00
{
2011-02-14 19:18:46 +01:00
float * precomputedFaceNormals ;
MTFace * mtface ; // texture coordinates
MFace * mface ; // indices
MVert * mvert ; // vertices & normals
float ( * orco ) [ 3 ] ;
float ( * tangent ) [ 4 ] ; // destination
2011-11-30 19:03:56 +01:00
int numTessFaces ;
2007-07-28 23:04:30 +02:00
2011-02-14 19:18:46 +01:00
} SGLSLMeshToTangent ;
2007-07-28 23:04:30 +02:00
2011-02-14 19:18:46 +01:00
// interface
# include "mikktspace.h"
2007-07-28 23:04:30 +02:00
2011-02-14 19:18:46 +01:00
static int GetNumFaces ( const SMikkTSpaceContext * pContext )
{
SGLSLMeshToTangent * pMesh = ( SGLSLMeshToTangent * ) pContext - > m_pUserData ;
2011-11-30 19:03:56 +01:00
return pMesh - > numTessFaces ;
2011-02-14 19:18:46 +01:00
}
2007-07-28 23:04:30 +02:00
2011-02-14 19:18:46 +01:00
static int GetNumVertsOfFace ( const SMikkTSpaceContext * pContext , const int face_num )
{
SGLSLMeshToTangent * pMesh = ( SGLSLMeshToTangent * ) pContext - > m_pUserData ;
return pMesh - > mface [ face_num ] . v4 ! = 0 ? 4 : 3 ;
}
2007-07-28 23:04:30 +02:00
2011-02-14 19:18:46 +01:00
static void GetPosition ( const SMikkTSpaceContext * pContext , float fPos [ ] , const int face_num , const int vert_index )
{
//assert(vert_index>=0 && vert_index<4);
SGLSLMeshToTangent * pMesh = ( SGLSLMeshToTangent * ) pContext - > m_pUserData ;
2011-04-14 19:06:55 +02:00
const float * co = pMesh - > mvert [ ( & pMesh - > mface [ face_num ] . v1 ) [ vert_index ] ] . co ;
2011-11-06 16:39:20 +01:00
copy_v3_v3 ( fPos , co ) ;
2011-02-14 19:18:46 +01:00
}
2007-07-28 23:04:30 +02:00
2011-02-14 19:18:46 +01:00
static void GetTextureCoordinate ( const SMikkTSpaceContext * pContext , float fUV [ ] , const int face_num , const int vert_index )
{
//assert(vert_index>=0 && vert_index<4);
SGLSLMeshToTangent * pMesh = ( SGLSLMeshToTangent * ) pContext - > m_pUserData ;
2007-07-28 23:04:30 +02:00
2011-04-15 03:43:30 +02:00
if ( pMesh - > mtface ! = NULL ) {
2011-02-14 19:18:46 +01:00
float * uv = pMesh - > mtface [ face_num ] . uv [ vert_index ] ;
fUV [ 0 ] = uv [ 0 ] ; fUV [ 1 ] = uv [ 1 ] ;
2007-07-28 23:04:30 +02:00
}
2011-04-14 19:06:55 +02:00
else {
const float * orco = pMesh - > orco [ ( & pMesh - > mface [ face_num ] . v1 ) [ vert_index ] ] ;
map_to_sphere ( & fUV [ 0 ] , & fUV [ 1 ] , orco [ 0 ] , orco [ 1 ] , orco [ 2 ] ) ;
2011-02-14 19:18:46 +01:00
}
}
2007-07-28 23:04:30 +02:00
2011-02-14 19:18:46 +01:00
static void GetNormal ( const SMikkTSpaceContext * pContext , float fNorm [ ] , const int face_num , const int vert_index )
{
//assert(vert_index>=0 && vert_index<4);
SGLSLMeshToTangent * pMesh = ( SGLSLMeshToTangent * ) pContext - > m_pUserData ;
2007-07-28 23:04:30 +02:00
2011-02-14 19:18:46 +01:00
const int smoothnormal = ( pMesh - > mface [ face_num ] . flag & ME_SMOOTH ) ;
2011-04-15 03:43:30 +02:00
if ( ! smoothnormal ) { // flat
2011-04-14 19:06:55 +02:00
if ( pMesh - > precomputedFaceNormals ) {
2011-11-06 16:39:20 +01:00
copy_v3_v3 ( fNorm , & pMesh - > precomputedFaceNormals [ 3 * face_num ] ) ;
2011-02-14 19:18:46 +01:00
}
2011-04-14 19:06:55 +02:00
else {
MFace * mf = & pMesh - > mface [ face_num ] ;
float * p0 = pMesh - > mvert [ mf - > v1 ] . co ;
float * p1 = pMesh - > mvert [ mf - > v2 ] . co ;
float * p2 = pMesh - > mvert [ mf - > v3 ] . co ;
if ( mf - > v4 ) {
float * p3 = pMesh - > mvert [ mf - > v4 ] . co ;
normal_quad_v3 ( fNorm , p0 , p1 , p2 , p3 ) ;
2011-02-14 19:18:46 +01:00
}
else {
2011-04-14 19:06:55 +02:00
normal_tri_v3 ( fNorm , p0 , p1 , p2 ) ;
2011-02-14 19:18:46 +01:00
}
}
}
2011-04-14 19:06:55 +02:00
else {
const short * no = pMesh - > mvert [ ( & pMesh - > mface [ face_num ] . v1 ) [ vert_index ] ] . no ;
2011-03-28 04:34:55 +02:00
normal_short_to_float_v3 ( fNorm , no ) ;
2011-02-14 19:18:46 +01:00
}
}
static void SetTSpace ( const SMikkTSpaceContext * pContext , const float fvTangent [ ] , const float fSign , const int face_num , const int iVert )
{
//assert(vert_index>=0 && vert_index<4);
SGLSLMeshToTangent * pMesh = ( SGLSLMeshToTangent * ) pContext - > m_pUserData ;
float * pRes = pMesh - > tangent [ 4 * face_num + iVert ] ;
2011-11-06 16:39:20 +01:00
copy_v3_v3 ( pRes , fvTangent ) ;
2011-02-14 19:18:46 +01:00
pRes [ 3 ] = fSign ;
2007-07-28 23:04:30 +02:00
}
2005-11-12 11:35:14 +01:00
2005-09-18 15:27:12 +02:00
2008-07-29 17:48:31 +02:00
void DM_add_tangent_layer ( DerivedMesh * dm )
2005-09-18 15:27:12 +02:00
{
2008-07-29 17:48:31 +02:00
/* mesh vars */
MTFace * mtface , * tf ;
MFace * mface , * mf ;
MVert * mvert , * v1 , * v2 , * v3 , * v4 ;
MemArena * arena = NULL ;
VertexTangent * * vtangents = NULL ;
2011-02-14 19:18:46 +01:00
float ( * orco ) [ 3 ] = NULL , ( * tangent ) [ 4 ] ;
2008-07-29 17:48:31 +02:00
float * uv1 , * uv2 , * uv3 , * uv4 , * vtang ;
float fno [ 3 ] , tang [ 3 ] , uv [ 4 ] [ 2 ] ;
2011-02-14 19:18:46 +01:00
int i , j , len , mf_vi [ 4 ] , totvert , totface , iCalcNewMethod ;
float * nors ;
2005-09-18 15:27:12 +02:00
2008-07-29 17:48:31 +02:00
if ( CustomData_get_layer_index ( & dm - > faceData , CD_TANGENT ) ! = - 1 )
2005-09-18 15:27:12 +02:00
return ;
2011-02-27 07:19:40 +01:00
nors = dm - > getTessFaceDataArray ( dm , CD_NORMAL ) ;
2011-02-14 19:18:46 +01:00
2008-07-29 17:48:31 +02:00
/* check we have all the needed layers */
totvert = dm - > getNumVerts ( dm ) ;
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
totface = dm - > getNumTessFaces ( dm ) ;
Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.
Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData
Replaced TFace by MTFace:
This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.
Removed DispListMesh:
This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.
Removed ssDM and meshDM DerivedMesh backends:
The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.
This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 05:28:02 +01:00
2008-07-29 17:48:31 +02:00
mvert = dm - > getVertArray ( dm ) ;
(NOTE: DO NOT TEST)
Start of planned DerivedMesh refactoring. The mface
interfaces in DerivedMesh have been renamed to reflect
their new status as tesselated face interfaces (rather
then the primary ones, which are now stored in mpolys).
short review: mpolys store "primary" face data, while
mfaces store the tesselated form of the mesh (generally
as triangles). mpolys are defined by mloops, and each
mpoly defines a range of loops it "owns" in the main
mloop array.
I've also added basic read-only face iterators, which
are implemented for CDDM, ccgsubsurf, and the bmeditmesh
derivedmesh. Since faces are now variable-length things,
trying to implement the same interface as mfaces would not
have worked well (especially since faces are stored as
an mpoly + a range of mloops).
I figure first we can evaluate these simple read-only
face iterators, then decide if a) we like using iterators
in DerivedMesh, b) how much of it should use them, and c)
if we want write-capable iterators.
I plan to write official docs on this design after I get
it more stable; I'm committing now because there's a rather
lot of changes, and I might do a merge soon.
2009-06-10 12:06:25 +02:00
mface = dm - > getTessFaceArray ( dm ) ;
mtface = dm - > getTessFaceDataArray ( dm , CD_MTFACE ) ;
2005-09-18 15:27:12 +02:00
2008-07-29 17:48:31 +02:00
if ( ! mtface ) {
orco = dm - > getVertDataArray ( dm , CD_ORCO ) ;
if ( ! orco )
return ;
2006-05-11 10:09:02 +02:00
}
2008-07-29 17:48:31 +02:00
/* create tangent layer */
2009-08-15 19:31:28 +02:00
DM_add_tessface_layer ( dm , CD_TANGENT , CD_CALLOC , NULL ) ;
tangent = DM_get_tessface_data_layer ( dm , CD_TANGENT ) ;
2008-07-29 17:48:31 +02:00
/* allocate some space */
2010-04-15 12:28:32 +02:00
arena = BLI_memarena_new ( BLI_MEMARENA_STD_BUFSIZE , " tangent layer arena " ) ;
2008-07-29 17:48:31 +02:00
BLI_memarena_use_calloc ( arena ) ;
vtangents = MEM_callocN ( sizeof ( VertexTangent * ) * totvert , " VertexTangent " ) ;
2011-02-14 19:18:46 +01:00
// new computation method
iCalcNewMethod = 1 ;
2011-04-15 03:43:30 +02:00
if ( iCalcNewMethod ! = 0 ) {
SGLSLMeshToTangent mesh2tangent = { 0 } ;
SMikkTSpaceContext sContext = { 0 } ;
SMikkTSpaceInterface sInterface = { 0 } ;
2011-02-14 19:18:46 +01:00
mesh2tangent . precomputedFaceNormals = nors ;
mesh2tangent . mtface = mtface ;
mesh2tangent . mface = mface ;
mesh2tangent . mvert = mvert ;
mesh2tangent . orco = orco ;
mesh2tangent . tangent = tangent ;
2011-11-30 19:03:56 +01:00
mesh2tangent . numTessFaces = totface ;
2011-02-14 19:18:46 +01:00
sContext . m_pUserData = & mesh2tangent ;
sContext . m_pInterface = & sInterface ;
sInterface . m_getNumFaces = GetNumFaces ;
sInterface . m_getNumVerticesOfFace = GetNumVertsOfFace ;
sInterface . m_getPosition = GetPosition ;
sInterface . m_getTexCoord = GetTextureCoordinate ;
sInterface . m_getNormal = GetNormal ;
sInterface . m_setTSpaceBasic = SetTSpace ;
// 0 if failed
iCalcNewMethod = genTangSpaceDefault ( & sContext ) ;
}
2011-04-15 03:43:30 +02:00
if ( ! iCalcNewMethod ) {
2011-02-14 19:18:46 +01:00
/* sum tangents at connected vertices */
for ( i = 0 , tf = mtface , mf = mface ; i < totface ; mf + + , tf + + , i + + ) {
v1 = & mvert [ mf - > v1 ] ;
v2 = & mvert [ mf - > v2 ] ;
v3 = & mvert [ mf - > v3 ] ;
if ( mf - > v4 ) {
v4 = & mvert [ mf - > v4 ] ;
normal_quad_v3 ( fno , v4 - > co , v3 - > co , v2 - > co , v1 - > co ) ;
}
else {
v4 = NULL ;
normal_tri_v3 ( fno , v3 - > co , v2 - > co , v1 - > co ) ;
}
2008-07-29 17:48:31 +02:00
2011-02-14 19:18:46 +01:00
if ( mtface ) {
uv1 = tf - > uv [ 0 ] ;
uv2 = tf - > uv [ 1 ] ;
uv3 = tf - > uv [ 2 ] ;
uv4 = tf - > uv [ 3 ] ;
}
else {
uv1 = uv [ 0 ] ; uv2 = uv [ 1 ] ; uv3 = uv [ 2 ] ; uv4 = uv [ 3 ] ;
map_to_sphere ( & uv [ 0 ] [ 0 ] , & uv [ 0 ] [ 1 ] , orco [ mf - > v1 ] [ 0 ] , orco [ mf - > v1 ] [ 1 ] , orco [ mf - > v1 ] [ 2 ] ) ;
map_to_sphere ( & uv [ 1 ] [ 0 ] , & uv [ 1 ] [ 1 ] , orco [ mf - > v2 ] [ 0 ] , orco [ mf - > v2 ] [ 1 ] , orco [ mf - > v2 ] [ 2 ] ) ;
map_to_sphere ( & uv [ 2 ] [ 0 ] , & uv [ 2 ] [ 1 ] , orco [ mf - > v3 ] [ 0 ] , orco [ mf - > v3 ] [ 1 ] , orco [ mf - > v3 ] [ 2 ] ) ;
if ( v4 )
map_to_sphere ( & uv [ 3 ] [ 0 ] , & uv [ 3 ] [ 1 ] , orco [ mf - > v4 ] [ 0 ] , orco [ mf - > v4 ] [ 1 ] , orco [ mf - > v4 ] [ 2 ] ) ;
}
2008-07-29 17:48:31 +02:00
2011-02-14 19:18:46 +01:00
tangent_from_uv ( uv1 , uv2 , uv3 , v1 - > co , v2 - > co , v3 - > co , fno , tang ) ;
2008-07-29 17:48:31 +02:00
sum_or_add_vertex_tangent ( arena , & vtangents [ mf - > v1 ] , tang , uv1 ) ;
2011-02-14 19:18:46 +01:00
sum_or_add_vertex_tangent ( arena , & vtangents [ mf - > v2 ] , tang , uv2 ) ;
2008-07-29 17:48:31 +02:00
sum_or_add_vertex_tangent ( arena , & vtangents [ mf - > v3 ] , tang , uv3 ) ;
2011-02-14 19:18:46 +01:00
if ( mf - > v4 ) {
v4 = & mvert [ mf - > v4 ] ;
tangent_from_uv ( uv1 , uv3 , uv4 , v1 - > co , v3 - > co , v4 - > co , fno , tang ) ;
sum_or_add_vertex_tangent ( arena , & vtangents [ mf - > v1 ] , tang , uv1 ) ;
sum_or_add_vertex_tangent ( arena , & vtangents [ mf - > v3 ] , tang , uv3 ) ;
sum_or_add_vertex_tangent ( arena , & vtangents [ mf - > v4 ] , tang , uv4 ) ;
}
2005-09-18 15:27:12 +02:00
}
2008-07-29 17:48:31 +02:00
2011-02-14 19:18:46 +01:00
/* write tangent to layer */
for ( i = 0 , tf = mtface , mf = mface ; i < totface ; mf + + , tf + + , i + + , tangent + = 4 ) {
len = ( mf - > v4 ) ? 4 : 3 ;
if ( mtface = = NULL ) {
map_to_sphere ( & uv [ 0 ] [ 0 ] , & uv [ 0 ] [ 1 ] , orco [ mf - > v1 ] [ 0 ] , orco [ mf - > v1 ] [ 1 ] , orco [ mf - > v1 ] [ 2 ] ) ;
map_to_sphere ( & uv [ 1 ] [ 0 ] , & uv [ 1 ] [ 1 ] , orco [ mf - > v2 ] [ 0 ] , orco [ mf - > v2 ] [ 1 ] , orco [ mf - > v2 ] [ 2 ] ) ;
map_to_sphere ( & uv [ 2 ] [ 0 ] , & uv [ 2 ] [ 1 ] , orco [ mf - > v3 ] [ 0 ] , orco [ mf - > v3 ] [ 1 ] , orco [ mf - > v3 ] [ 2 ] ) ;
if ( len = = 4 )
map_to_sphere ( & uv [ 3 ] [ 0 ] , & uv [ 3 ] [ 1 ] , orco [ mf - > v4 ] [ 0 ] , orco [ mf - > v4 ] [ 1 ] , orco [ mf - > v4 ] [ 2 ] ) ;
}
2008-07-29 17:48:31 +02:00
2011-02-14 19:18:46 +01:00
mf_vi [ 0 ] = mf - > v1 ;
mf_vi [ 1 ] = mf - > v2 ;
mf_vi [ 2 ] = mf - > v3 ;
mf_vi [ 3 ] = mf - > v4 ;
2008-07-29 17:48:31 +02:00
2011-02-14 19:18:46 +01:00
for ( j = 0 ; j < len ; j + + ) {
vtang = find_vertex_tangent ( vtangents [ mf_vi [ j ] ] , mtface ? tf - > uv [ j ] : uv [ j ] ) ;
normalize_v3_v3 ( tangent [ j ] , vtang ) ;
( ( float * ) tangent [ j ] ) [ 3 ] = 1.0f ;
}
2005-09-23 16:42:14 +02:00
}
2005-09-18 15:27:12 +02:00
}
2008-07-29 17:48:31 +02:00
BLI_memarena_free ( arena ) ;
MEM_freeN ( vtangents ) ;
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 12:45:42 +01:00
}
2011-12-10 00:26:06 +01:00
void DM_calc_auto_bump_scale ( DerivedMesh * dm )
{
2011-12-10 02:07:22 +01:00
/* int totvert= dm->getNumVerts(dm); */ /* UNUSED */
2011-12-10 06:38:00 +01:00
int totface = dm - > getNumTessFaces ( dm ) ;
2011-12-10 00:26:06 +01:00
MVert * mvert = dm - > getVertArray ( dm ) ;
2011-12-10 06:38:00 +01:00
MFace * mface = dm - > getTessFaceArray ( dm ) ;
MTFace * mtface = dm - > getTessFaceDataArray ( dm , CD_MTFACE ) ;
2011-12-10 00:26:06 +01:00
if ( mtface )
{
double dsum = 0.0 ;
int nr_accumulated = 0 ;
int f ;
for ( f = 0 ; f < totface ; f + + )
{
{
float * verts [ 4 ] , * tex_coords [ 4 ] ;
const int nr_verts = mface [ f ] . v4 ! = 0 ? 4 : 3 ;
int i , is_degenerate ;
verts [ 0 ] = mvert [ mface [ f ] . v1 ] . co ; verts [ 1 ] = mvert [ mface [ f ] . v2 ] . co ; verts [ 2 ] = mvert [ mface [ f ] . v3 ] . co ;
tex_coords [ 0 ] = mtface [ f ] . uv [ 0 ] ; tex_coords [ 1 ] = mtface [ f ] . uv [ 1 ] ; tex_coords [ 2 ] = mtface [ f ] . uv [ 2 ] ;
if ( nr_verts = = 4 )
{
verts [ 3 ] = mvert [ mface [ f ] . v4 ] . co ;
tex_coords [ 3 ] = mtface [ f ] . uv [ 3 ] ;
}
// discard degenerate faces
is_degenerate = 0 ;
if ( equals_v3v3 ( verts [ 0 ] , verts [ 1 ] ) | | equals_v3v3 ( verts [ 0 ] , verts [ 2 ] ) | | equals_v3v3 ( verts [ 1 ] , verts [ 2 ] ) | |
equals_v2v2 ( tex_coords [ 0 ] , tex_coords [ 1 ] ) | | equals_v2v2 ( tex_coords [ 0 ] , tex_coords [ 2 ] ) | | equals_v2v2 ( tex_coords [ 1 ] , tex_coords [ 2 ] ) )
{
is_degenerate = 1 ;
}
// verify last vertex as well if this is a quad
if ( is_degenerate = = 0 & & nr_verts = = 4 )
{
if ( equals_v3v3 ( verts [ 3 ] , verts [ 0 ] ) | | equals_v3v3 ( verts [ 3 ] , verts [ 1 ] ) | | equals_v3v3 ( verts [ 3 ] , verts [ 2 ] ) | |
equals_v2v2 ( tex_coords [ 3 ] , tex_coords [ 0 ] ) | | equals_v2v2 ( tex_coords [ 3 ] , tex_coords [ 1 ] ) | | equals_v2v2 ( tex_coords [ 3 ] , tex_coords [ 2 ] ) )
{
is_degenerate = 1 ;
}
// verify the winding is consistent
if ( is_degenerate = = 0 )
{
float prev_edge [ 2 ] ;
int is_signed = 0 ;
sub_v2_v2v2 ( prev_edge , tex_coords [ 0 ] , tex_coords [ 3 ] ) ;
i = 0 ;
while ( is_degenerate = = 0 & & i < 4 )
{
float cur_edge [ 2 ] , signed_area ;
sub_v2_v2v2 ( cur_edge , tex_coords [ ( i + 1 ) & 0x3 ] , tex_coords [ i ] ) ;
signed_area = prev_edge [ 0 ] * cur_edge [ 1 ] - prev_edge [ 1 ] * cur_edge [ 0 ] ;
if ( i = = 0 ) is_signed = signed_area < 0.0f ? 1 : 0 ;
else if ( ( is_signed ! = 0 ) ! = ( signed_area < 0.0f ) ) is_degenerate = 1 ;
if ( is_degenerate = = 0 )
{
copy_v2_v2 ( prev_edge , cur_edge ) ;
+ + i ;
}
}
}
}
// proceed if not a degenerate face
if ( is_degenerate = = 0 )
{
int nr_tris_to_pile = 0 ;
// quads split at shortest diagonal
int offs = 0 ; // initial triangulation is 0,1,2 and 0, 2, 3
if ( nr_verts = = 4 )
{
float pos_len_diag0 , pos_len_diag1 ;
float vtmp [ 3 ] ;
sub_v3_v3v3 ( vtmp , verts [ 2 ] , verts [ 0 ] ) ;
pos_len_diag0 = dot_v3v3 ( vtmp , vtmp ) ;
sub_v3_v3v3 ( vtmp , verts [ 3 ] , verts [ 1 ] ) ;
pos_len_diag1 = dot_v3v3 ( vtmp , vtmp ) ;
if ( pos_len_diag1 < pos_len_diag0 )
offs = 1 ; // alter split
else if ( pos_len_diag0 = = pos_len_diag1 ) // do UV check instead
{
float tex_len_diag0 , tex_len_diag1 ;
sub_v2_v2v2 ( vtmp , tex_coords [ 2 ] , tex_coords [ 0 ] ) ;
tex_len_diag0 = dot_v2v2 ( vtmp , vtmp ) ;
sub_v2_v2v2 ( vtmp , tex_coords [ 3 ] , tex_coords [ 1 ] ) ;
tex_len_diag1 = dot_v2v2 ( vtmp , vtmp ) ;
if ( tex_len_diag1 < tex_len_diag0 )
{
offs = 1 ; // alter split
}
}
}
nr_tris_to_pile = nr_verts - 2 ;
if ( nr_tris_to_pile = = 1 | | nr_tris_to_pile = = 2 )
{
const int indices [ ] = { offs + 0 , offs + 1 , offs + 2 , offs + 0 , offs + 2 , ( offs + 3 ) & 0x3 } ;
int t ;
for ( t = 0 ; t < nr_tris_to_pile ; t + + )
{
float f2x_area_uv ;
float * p0 = verts [ indices [ t * 3 + 0 ] ] ;
float * p1 = verts [ indices [ t * 3 + 1 ] ] ;
float * p2 = verts [ indices [ t * 3 + 2 ] ] ;
float edge_t0 [ 2 ] , edge_t1 [ 2 ] ;
sub_v2_v2v2 ( edge_t0 , tex_coords [ indices [ t * 3 + 1 ] ] , tex_coords [ indices [ t * 3 + 0 ] ] ) ;
sub_v2_v2v2 ( edge_t1 , tex_coords [ indices [ t * 3 + 2 ] ] , tex_coords [ indices [ t * 3 + 0 ] ] ) ;
f2x_area_uv = fabsf ( edge_t0 [ 0 ] * edge_t1 [ 1 ] - edge_t0 [ 1 ] * edge_t1 [ 0 ] ) ;
if ( f2x_area_uv > FLT_EPSILON )
{
float norm [ 3 ] , v0 [ 3 ] , v1 [ 3 ] , f2x_surf_area , fsurf_ratio ;
sub_v3_v3v3 ( v0 , p1 , p0 ) ;
sub_v3_v3v3 ( v1 , p2 , p0 ) ;
cross_v3_v3v3 ( norm , v0 , v1 ) ;
f2x_surf_area = len_v3 ( norm ) ;
fsurf_ratio = f2x_surf_area / f2x_area_uv ; // tri area divided by texture area
+ + nr_accumulated ;
dsum + = ( double ) ( fsurf_ratio ) ;
}
}
}
}
}
}
// finalize
{
const float avg_area_ratio = ( nr_accumulated > 0 ) ? ( ( float ) ( dsum / nr_accumulated ) ) : 1.0f ;
const float use_as_render_bump_scale = sqrtf ( avg_area_ratio ) ; // use width of average surface ratio as your bump scale
dm - > auto_bump_scale = use_as_render_bump_scale ;
}
}
else
{
dm - > auto_bump_scale = 1.0f ;
}
}
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
void DM_vertex_attributes_from_gpu ( DerivedMesh * dm , GPUVertexAttribs * gattribs , DMVertexAttribs * attribs )
2005-11-12 11:35:14 +01:00
{
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
CustomData * vdata , * fdata , * tfdata = NULL ;
int a , b , layer ;
2005-11-09 08:56:26 +01:00
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
/* From the layers requested by the GLSL shader, figure out which ones are
* actually available for this derivedmesh , and retrieve the pointers */
2005-11-23 13:49:22 +01:00
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
memset ( attribs , 0 , sizeof ( DMVertexAttribs ) ) ;
2005-11-23 13:49:22 +01:00
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
vdata = & dm - > vertData ;
2010-09-04 07:31:25 +02:00
fdata = tfdata = dm - > getTessFaceDataLayout ( dm ) ;
2011-12-10 00:26:06 +01:00
/* calc auto bump scale if necessary */
if ( dm - > auto_bump_scale < = 0.0f )
DM_calc_auto_bump_scale ( dm ) ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
/* add a tangent layer if necessary */
for ( b = 0 ; b < gattribs - > totlayer ; b + + )
if ( gattribs - > layer [ b ] . type = = CD_TANGENT )
if ( CustomData_get_layer_index ( fdata , CD_TANGENT ) = = - 1 )
DM_add_tangent_layer ( dm ) ;
for ( b = 0 ; b < gattribs - > totlayer ; b + + ) {
if ( gattribs - > layer [ b ] . type = = CD_MTFACE ) {
/* uv coordinates */
if ( gattribs - > layer [ b ] . name [ 0 ] )
layer = CustomData_get_named_layer_index ( tfdata , CD_MTFACE ,
gattribs - > layer [ b ] . name ) ;
else
layer = CustomData_get_active_layer_index ( tfdata , CD_MTFACE ) ;
2005-11-09 08:56:26 +01:00
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
if ( layer ! = - 1 ) {
a = attribs - > tottface + + ;
attribs - > tface [ a ] . array = tfdata - > layers [ layer ] . data ;
attribs - > tface [ a ] . emOffset = tfdata - > layers [ layer ] . offset ;
attribs - > tface [ a ] . glIndex = gattribs - > layer [ b ] . glindex ;
2011-12-05 00:13:28 +01:00
/* attribs->tface[a].glTexco = gattribs->layer[b].gltexco; */ /* BMESH_TODO, trunk has this but not bmesh, need to investigate whats going on here - campbell */
}
/* BMESH ONLY, may need to get this working?, otherwise remove */
/* else {
2011-05-10 19:01:26 +02:00
int player ;
2011-11-30 19:03:56 +01:00
CustomData * pdata = dm - > getPolyDataLayout ( dm ) ;
2011-05-10 19:01:26 +02:00
if ( gattribs - > layer [ b ] . name [ 0 ] )
player = CustomData_get_named_layer_index ( pdata , CD_MTEXPOLY ,
gattribs - > layer [ b ] . name ) ;
else
player = CustomData_get_active_layer_index ( pdata , CD_MTEXPOLY ) ;
if ( player ! = - 1 ) {
a = attribs - > tottface + + ;
attribs - > tface [ a ] . array = NULL ;
attribs - > tface [ a ] . emOffset = pdata - > layers [ layer ] . offset ;
attribs - > tface [ a ] . glIndex = gattribs - > layer [ b ] . glindex ;
2011-08-16 08:30:14 +02:00
attribs - > tface [ a ] . glTexco = gattribs - > layer [ b ] . gltexco ;
2011-05-10 19:01:26 +02:00
}
2011-12-05 00:13:28 +01:00
}
*/
2006-03-29 09:35:54 +02:00
}
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
else if ( gattribs - > layer [ b ] . type = = CD_MCOL ) {
/* vertex colors */
if ( gattribs - > layer [ b ] . name [ 0 ] )
layer = CustomData_get_named_layer_index ( tfdata , CD_MCOL ,
gattribs - > layer [ b ] . name ) ;
else
layer = CustomData_get_active_layer_index ( tfdata , CD_MCOL ) ;
2005-11-09 08:56:26 +01:00
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
if ( layer ! = - 1 ) {
a = attribs - > totmcol + + ;
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 12:45:42 +01:00
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
attribs - > mcol [ a ] . array = tfdata - > layers [ layer ] . data ;
attribs - > mcol [ a ] . emOffset = tfdata - > layers [ layer ] . offset ;
attribs - > mcol [ a ] . glIndex = gattribs - > layer [ b ] . glindex ;
}
}
else if ( gattribs - > layer [ b ] . type = = CD_TANGENT ) {
/* tangents */
layer = CustomData_get_layer_index ( fdata , CD_TANGENT ) ;
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 12:45:42 +01:00
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
if ( layer ! = - 1 ) {
attribs - > tottang = 1 ;
2005-11-23 13:49:22 +01:00
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
attribs - > tang . array = fdata - > layers [ layer ] . data ;
attribs - > tang . emOffset = fdata - > layers [ layer ] . offset ;
attribs - > tang . glIndex = gattribs - > layer [ b ] . glindex ;
}
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 12:45:42 +01:00
}
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
else if ( gattribs - > layer [ b ] . type = = CD_ORCO ) {
/* original coordinates */
layer = CustomData_get_layer_index ( vdata , CD_ORCO ) ;
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 12:45:42 +01:00
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
if ( layer ! = - 1 ) {
attribs - > totorco = 1 ;
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 12:45:42 +01:00
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
attribs - > orco . array = vdata - > layers [ layer ] . data ;
attribs - > orco . emOffset = vdata - > layers [ layer ] . offset ;
attribs - > orco . glIndex = gattribs - > layer [ b ] . glindex ;
2011-08-12 20:17:28 +02:00
attribs - > orco . glTexco = gattribs - > layer [ b ] . gltexco ;
Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:
* GLSL support in the viewport and game engine, enable in the game
menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.
* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
An extra texture slot shows up once the last slot is used.
* Memory limit for undo, not enabled by default yet because it
needs the .B.blend to be changed.
* Multiple undo for image painting.
* An offset for dupligroups, so not all objects in a group have to
be at the origin.
2008-09-04 22:51:28 +02:00
}
}
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 12:45:42 +01:00
}
2005-11-09 08:56:26 +01:00
}
2010-03-05 17:47:52 +01:00
/* Set object's bounding box based on DerivedMesh min/max data */
void DM_set_object_boundbox ( Object * ob , DerivedMesh * dm )
{
float min [ 3 ] , max [ 3 ] ;
INIT_MINMAX ( min , max ) ;
dm - > getMinMax ( dm , min , max ) ;
if ( ! ob - > bb )
2011-09-20 19:07:33 +02:00
ob - > bb = MEM_callocN ( sizeof ( BoundBox ) , " DM-BoundBox " ) ;
2010-03-05 17:47:52 +01:00
boundbox_set_from_min_max ( ob - > bb , min , max ) ;
}
2011-10-09 23:11:51 +02:00
/* --- NAVMESH (begin) --- */
# ifdef WITH_GAMEENGINE
BM_INLINE int navmesh_bit ( int a , int b )
{
return ( a & ( 1 < < b ) ) > > b ;
}
2011-10-10 09:21:42 +02:00
BM_INLINE void navmesh_intToCol ( int i , float col [ 3 ] )
2011-10-09 23:11:51 +02:00
{
int r = navmesh_bit ( i , 0 ) + navmesh_bit ( i , 3 ) * 2 + 1 ;
int g = navmesh_bit ( i , 1 ) + navmesh_bit ( i , 4 ) * 2 + 1 ;
int b = navmesh_bit ( i , 2 ) + navmesh_bit ( i , 5 ) * 2 + 1 ;
col [ 0 ] = 1 - r * 63.0f / 255.0f ;
col [ 1 ] = 1 - g * 63.0f / 255.0f ;
col [ 2 ] = 1 - b * 63.0f / 255.0f ;
}
static void navmesh_drawColored ( DerivedMesh * dm )
{
int a , glmode ;
MVert * mvert = ( MVert * ) CustomData_get_layer ( & dm - > vertData , CD_MVERT ) ;
MFace * mface = ( MFace * ) CustomData_get_layer ( & dm - > faceData , CD_MFACE ) ;
2011-10-10 09:21:42 +02:00
int * polygonIdx = ( int * ) CustomData_get_layer ( & dm - > faceData , CD_RECAST ) ;
2011-10-09 23:11:51 +02:00
float col [ 3 ] ;
if ( ! polygonIdx )
return ;
/*
//UI_ThemeColor(TH_WIRE);
glDisable ( GL_LIGHTING ) ;
glLineWidth ( 2.0 ) ;
dm - > drawEdges ( dm , 0 , 1 ) ;
glLineWidth ( 1.0 ) ;
glEnable ( GL_LIGHTING ) ; */
glDisable ( GL_LIGHTING ) ;
2011-10-10 04:56:26 +02:00
/* if(GPU_buffer_legacy(dm) ) */ { /* TODO - VBO draw code, not high priority - campbell */
2011-10-09 23:11:51 +02:00
DEBUG_VBO ( " Using legacy code. drawNavMeshColored \n " ) ;
//glShadeModel(GL_SMOOTH);
glBegin ( glmode = GL_QUADS ) ;
2011-11-30 19:03:56 +01:00
for ( a = 0 ; a < dm - > numTessFaceData ; a + + , mface + + ) {
2011-10-09 23:11:51 +02:00
int new_glmode = mface - > v4 ? GL_QUADS : GL_TRIANGLES ;
2011-10-10 09:21:42 +02:00
int pi = polygonIdx [ a ] ;
if ( pi < = 0 ) {
zero_v3 ( col ) ;
}
else {
navmesh_intToCol ( pi , col ) ;
}
2011-10-09 23:11:51 +02:00
if ( new_glmode ! = glmode ) {
glEnd ( ) ;
glBegin ( glmode = new_glmode ) ;
}
glColor3fv ( col ) ;
glVertex3fv ( mvert [ mface - > v1 ] . co ) ;
glVertex3fv ( mvert [ mface - > v2 ] . co ) ;
glVertex3fv ( mvert [ mface - > v3 ] . co ) ;
if ( mface - > v4 ) {
glVertex3fv ( mvert [ mface - > v4 ] . co ) ;
}
}
glEnd ( ) ;
}
glEnable ( GL_LIGHTING ) ;
}
2011-12-01 13:12:39 +01:00
static void navmesh_DM_drawFacesTex ( DerivedMesh * dm ,
int ( * setDrawOptions ) ( MTFace * tface , int has_mcol , int matnr ) ,
int ( * compareDrawOptions ) ( void * userData , int cur_index , int next_index ) ,
void * userData )
2011-10-09 23:11:51 +02:00
{
( void ) setDrawOptions ;
2011-12-01 13:12:39 +01:00
( void ) compareDrawOptions ;
( void ) userData ;
2011-10-09 23:11:51 +02:00
navmesh_drawColored ( dm ) ;
}
static void navmesh_DM_drawFacesSolid ( DerivedMesh * dm ,
2011-10-09 23:43:13 +02:00
float ( * partial_redraw_planes ) [ 4 ] ,
int UNUSED ( fast ) , int ( * setMaterial ) ( int , void * attribs ) )
2011-10-09 23:11:51 +02:00
{
( void ) partial_redraw_planes ;
( void ) setMaterial ;
//drawFacesSolid_original(dm, partial_redraw_planes, fast, setMaterial);
navmesh_drawColored ( dm ) ;
}
static DerivedMesh * navmesh_dm_createNavMeshForVisualization ( DerivedMesh * dm )
{
DerivedMesh * result ;
2011-11-29 14:01:51 +01:00
int maxFaces = dm - > getNumPolys ( dm ) ;
2011-10-09 23:11:51 +02:00
int * recastData ;
int vertsPerPoly = 0 , nverts = 0 , ndtris = 0 , npolys = 0 ;
float * verts = NULL ;
unsigned short * dtris = NULL , * dmeshes = NULL , * polys = NULL ;
int * dtrisToPolysMap = NULL , * dtrisToTrisMap = NULL , * trisToFacesMap = NULL ;
int res ;
2012-01-29 23:32:00 +01:00
result = CDDM_copy ( dm ) ;
2011-10-09 23:43:13 +02:00
if ( ! CustomData_has_layer ( & result - > faceData , CD_RECAST ) ) {
2011-10-09 23:11:51 +02:00
int * sourceRecastData = ( int * ) CustomData_get_layer ( & dm - > faceData , CD_RECAST ) ;
2011-10-10 04:56:26 +02:00
if ( sourceRecastData ) {
CustomData_add_layer_named ( & result - > faceData , CD_RECAST , CD_DUPLICATE ,
sourceRecastData , maxFaces , " recastData " ) ;
}
2011-10-09 23:11:51 +02:00
}
recastData = ( int * ) CustomData_get_layer ( & result - > faceData , CD_RECAST ) ;
2011-10-09 23:43:13 +02:00
/* note: This is not good design! - really should not be doing this */
2011-10-09 23:11:51 +02:00
result - > drawFacesTex = navmesh_DM_drawFacesTex ;
result - > drawFacesSolid = navmesh_DM_drawFacesSolid ;
2011-10-09 23:43:13 +02:00
/* process mesh */
2011-10-09 23:11:51 +02:00
res = buildNavMeshDataByDerivedMesh ( dm , & vertsPerPoly , & nverts , & verts , & ndtris , & dtris ,
2011-10-09 23:43:13 +02:00
& npolys , & dmeshes , & polys , & dtrisToPolysMap , & dtrisToTrisMap ,
& trisToFacesMap ) ;
if ( res ) {
2011-10-09 23:11:51 +02:00
size_t polyIdx ;
2011-10-09 23:43:13 +02:00
/* invalidate concave polygon */
for ( polyIdx = 0 ; polyIdx < ( size_t ) npolys ; polyIdx + + ) {
2011-10-09 23:11:51 +02:00
unsigned short * poly = & polys [ polyIdx * 2 * vertsPerPoly ] ;
2011-10-09 23:43:13 +02:00
if ( ! polyIsConvex ( poly , vertsPerPoly , verts ) ) {
/* set negative polygon idx to all faces */
2011-10-09 23:11:51 +02:00
unsigned short * dmesh = & dmeshes [ 4 * polyIdx ] ;
unsigned short tbase = dmesh [ 2 ] ;
unsigned short tnum = dmesh [ 3 ] ;
unsigned short ti ;
2011-10-09 23:43:13 +02:00
for ( ti = 0 ; ti < tnum ; ti + + ) {
2011-10-09 23:11:51 +02:00
unsigned short triidx = dtrisToTrisMap [ tbase + ti ] ;
unsigned short faceidx = trisToFacesMap [ triidx ] ;
2011-10-09 23:43:13 +02:00
if ( recastData [ faceidx ] > 0 ) {
2011-10-09 23:11:51 +02:00
recastData [ faceidx ] = - recastData [ faceidx ] ;
2011-10-09 23:43:13 +02:00
}
2011-10-09 23:11:51 +02:00
}
}
}
}
2011-10-09 23:43:13 +02:00
else {
2011-10-09 23:11:51 +02:00
printf ( " Error during creation polygon infos \n " ) ;
}
2011-10-09 23:43:13 +02:00
/* clean up */
2011-10-09 23:11:51 +02:00
if ( verts ! = NULL )
MEM_freeN ( verts ) ;
if ( dtris ! = NULL )
MEM_freeN ( dtris ) ;
if ( dmeshes ! = NULL )
MEM_freeN ( dmeshes ) ;
if ( polys ! = NULL )
MEM_freeN ( polys ) ;
if ( dtrisToPolysMap ! = NULL )
MEM_freeN ( dtrisToPolysMap ) ;
if ( dtrisToTrisMap ! = NULL )
MEM_freeN ( dtrisToTrisMap ) ;
if ( trisToFacesMap ! = NULL )
MEM_freeN ( trisToFacesMap ) ;
return result ;
}
# endif /* WITH_GAMEENGINE */
/* --- NAVMESH (end) --- */
2012-01-19 01:18:25 +01:00
/* derivedmesh info printing function,
* to help track down differences DM output */
# ifndef NDEBUG
# include "BLI_dynstr.h"
static void dm_debug_info_layers ( DynStr * dynstr , DerivedMesh * dm , void * ( * getElemDataArray ) ( DerivedMesh * , int ) )
{
int type ;
for ( type = 0 ; type < CD_NUMTYPES ; type + + ) {
/* note: doesnt account for multiple layers */
void * pt = getElemDataArray ( dm , type ) ;
if ( pt ) {
const char * name = CustomData_layertype_name ( type ) ;
const int size = CustomData_sizeof ( type ) ;
const char * structname ;
int structnum ;
CustomData_file_write_info ( type , & structname , & structnum ) ;
BLI_dynstr_appendf ( dynstr ,
" dict(name='%s', struct='%s', type=%d, ptr='%p', elem=%d, length=%d), \n " ,
name , structname , type , ( void * ) pt , size , ( int ) ( MEM_allocN_len ( pt ) / size ) ) ;
}
}
}
char * DM_debug_info ( DerivedMesh * dm )
{
DynStr * dynstr = BLI_dynstr_new ( ) ;
char * ret ;
const char * tstr ;
BLI_dynstr_appendf ( dynstr , " { \n " ) ;
BLI_dynstr_appendf ( dynstr , " 'ptr': '%p', \n " , ( void * ) dm ) ;
switch ( dm - > type ) {
case DM_TYPE_CDDM : tstr = " DM_TYPE_CDDM " ; break ;
2012-01-19 12:31:31 +01:00
case DM_TYPE_EDITBMESH : tstr = " DM_TYPE_EDITMESH " ; break ;
2012-01-19 01:18:25 +01:00
case DM_TYPE_CCGDM : tstr = " DM_TYPE_CCGDM " ; break ;
default : tstr = " UNKNOWN " ; break ;
}
BLI_dynstr_appendf ( dynstr , " 'type': '%s', \n " , tstr ) ;
BLI_dynstr_appendf ( dynstr , " 'numVertData': %d, \n " , dm - > numVertData ) ;
BLI_dynstr_appendf ( dynstr , " 'numEdgeData': %d, \n " , dm - > numEdgeData ) ;
2012-01-19 12:31:31 +01:00
BLI_dynstr_appendf ( dynstr , " 'numTessFaceData': %d, \n " , dm - > numTessFaceData ) ;
BLI_dynstr_appendf ( dynstr , " 'numPolyData': %d, \n " , dm - > numPolyData ) ;
2012-01-19 01:18:25 +01:00
BLI_dynstr_appendf ( dynstr , " 'deformedOnly': %d, \n " , dm - > deformedOnly ) ;
BLI_dynstr_appendf ( dynstr , " 'vertexLayers': ( \n " ) ;
dm_debug_info_layers ( dynstr , dm , dm - > getVertDataArray ) ;
BLI_dynstr_appendf ( dynstr , " ), \n " ) ;
BLI_dynstr_appendf ( dynstr , " 'edgeLayers': ( \n " ) ;
dm_debug_info_layers ( dynstr , dm , dm - > getEdgeDataArray ) ;
BLI_dynstr_appendf ( dynstr , " ), \n " ) ;
2012-01-19 12:31:31 +01:00
BLI_dynstr_appendf ( dynstr , " 'tessFaceLayers': ( \n " ) ;
dm_debug_info_layers ( dynstr , dm , dm - > getTessFaceDataArray ) ;
BLI_dynstr_appendf ( dynstr , " ), \n " ) ;
BLI_dynstr_appendf ( dynstr , " 'PolyLayers': ( \n " ) ;
dm_debug_info_layers ( dynstr , dm , DM_get_poly_data_layer ) ;
2012-01-19 01:18:25 +01:00
BLI_dynstr_appendf ( dynstr , " ), \n " ) ;
BLI_dynstr_appendf ( dynstr , " } \n " ) ;
ret = BLI_dynstr_get_cstring ( dynstr ) ;
BLI_dynstr_free ( dynstr ) ;
return ret ;
}
void DM_debug_print ( DerivedMesh * dm )
{
char * str = DM_debug_info ( dm ) ;
2012-01-19 05:00:27 +01:00
printf ( " %s " , str ) ;
2012-01-19 01:18:25 +01:00
fflush ( stdout ) ;
2012-01-19 05:00:27 +01:00
MEM_freeN ( str ) ;
2012-01-19 01:18:25 +01:00
}
# endif /* NDEBUG */