Commit Graph

6 Commits

Author SHA1 Message Date
Daniel Dunbar 33709bf6e2 - 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 - removed subsurf modifier faking (ME_SUBSURF flag is no
   longer valid).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 20:30:33 +00:00
Daniel Dunbar dc232fda47 Wow! A new feature!
- made ModifierData.isDisabled optional
 - Added new modifier type: Mirror
    o modifier system isn't running in editmode yet so still
      don't have mirrored editing, but otherwise it is pretty
      cool. code even goes to tricks to make sure mirror join
      looks nice in degenerate cases.
    o this kind of commit is basically the upshot of all the
      previous commits - in that implementing a new modifier
      changes only about 3 files and still integrates nearly
      completely.
2005-07-20 07:11:26 +00:00
Daniel Dunbar 38e0d79e68 - for some reason mesh_create_derived_no_deform took the raw data (not
an object) but this is not going to work... I can't remember the reason
   I did it this way in the first place either! oops! regardless, switch
   to all mesh_ derived accessors taking object argument. there is still
   a bug in render orco calculation though. (hunt hunt)
 - removed python files that should have been ditched in previous commit
2005-07-20 04:44:02 +00:00
Daniel Dunbar 259c7b6cad - added modifier_dependsOnTime to check if modifier needs updating
based on time change. would be nice if dep graph could handle this.
 - made dep check if modifiers need update on time change
 - fix render crash (access null)
 - added new Build Effect modifier type. compared to old one works as
   a full member of modifier system, means can apply subsurf, etc on
   it, reorder, what have you. and it is all nice and self contained.
 - removed old Build effect, old files convert to new style on load
 - couldn't help myself, added a randomize feature to build effect
 - removed Python BuildEffect support
2005-07-20 04:14:21 +00:00
Daniel Dunbar d18600520e - added ModifierTypeInfo.updateDepgraph function, responsible for building
appropriate relations in dep graph (modifiers respond to scene changes
   correctly now)
 - update modifier buttons to trigger depgraph rebuild if needed
2005-07-19 23:04:34 +00:00
Daniel Dunbar 1df154d140 - split {curve,lattice,armature}_deform_verts out of mesh_deform
- removed mesh_deform (merge into mesh_modifier)
 - switch python lattice_apply function to use object_apply_deform,
   this isn't exactly equivalent but the python system shouldn't
   have been calling that deep into the kernel anyway.

New feature: Modifier stack
 - added Object.modifiers (list of ModifierData elements)
 - added DNA_modifier_types.h
     o contains type definition for the file data for the various
       modifier types
 - added BKE_modifier.h
     o contains modifierType_get_info (access to modifier type registry)
     o structs and defines for runtime modifier usage
 - updated mesh_calc_modifiers to evaluate modifier stack (note that
   for the time being it also evaluates the old style modifiers so files
   should load and work as normal).
 - add file handling modifier code (todo: don't replicate on object copy)
 - add modifier stack UI code (lives in object panel)


Only real new feature at the moment is that you can apply lattices and
curves *after* a subdivision surface which was never possible before.

Todo:
 - DEP graph updating does not work correctly yet, so you generally have
   to tab cycle to see results.
 - editmode calculation does not use modifier stack.
 - bug fixes (there must be a few in there somewhere)
2005-07-19 20:14:17 +00:00