Commit Graph

3702 Commits

Author SHA1 Message Date
Philipp Oeser
2a0e996d77 Fix T80159: Custom Normals Averaging crash after clearing
custom split normals data

Clearing custom split normals would get rid of the CD_CUSTOMLOOPNORMAL
layer - but editing data `lnor_spacearr` would be kept.

Adding a CD_CUSTOMLOOPNORMAL layer (if none exists yet) should be done
in `edbm_average_normals_exec` / `BKE_editmesh_lnorspace_update` /
`BM_lnorspace_update` / `BM_lnorspacearr_store`. The thing is that if
the editing data `lnor_spacearr` would still be valid after `Clear
Custom Split Normals Data`, blender would happily call
`BM_lnorspace_rebuild` instead. Doing that without a CD_CUSTOMLOOPNORMAL
layer is asking for trouble.

Now clear lnor_spacearr on `Clear Custom Split Normals Data` as well.

Thx @mont29 for feedback here.

Maniphest Tasks: T80159

Differential Revision: https://developer.blender.org/D8730
2020-08-27 22:12:12 +02:00
Campbell Barton
7773663eb7 Cleanup: remove unused UvVertMap.flag 2020-08-26 21:01:28 +10:00
Campbell Barton
8f545375f9 Cleanup: simplify edge loop/boundary select cycling logic 2020-08-26 16:56:24 +10:00
Campbell Barton
5eb7aa5ebb Fix T80077: Objects disappear when joining with a zero scaled axis
Use invert_m4_m4_safe_ortho when joining objects so zero scaled axis
doesn't cause all points to be scaled to zero.

Instead geometry is left un-scaled on degenerate axes.

Report a warning in this case since users may want to adjust the
active objects scale.
2020-08-25 14:32:10 +10:00
Julian Eisel
53d1f89322 Fix T79987: Crash when joining objects
Mistake in b077de086e. I did the same fix for a few operators there,
but missed the object "Join" one.

The joining operator changes the layer content. So it must send a
notifier for that.
Before b077de086e that didn't cause a noticeable issue, because the
Outliner happened to listen to other notifiers (active/selection
changes) the operator sent and fully rebuilt its tree in response. Now
missing these notifiers can be more problematic, since we try to avoid
more rebuilds.

Added comments to the notifier types to avoid at least this pitfall.
2020-08-21 19:46:15 +02:00
Clément Foucault
e23ef8753a GPUState: Use explicit depth test enum 2020-08-20 17:02:39 +02:00
Clément Foucault
298329554a Cleanup: GPUState: remove double GPU_blend calls 2020-08-18 21:30:10 +02:00
Clément Foucault
bf1b622dd9 GPUState: GPU_blend final API renaming
We now use GPU_blend for enabling / disabling blending and explicitly
set the blend equation.
2020-08-18 21:30:10 +02:00
Clément Foucault
969bcf0793 Cleanup: GPUState: Replace blend func separate by enum 2020-08-18 21:30:10 +02:00
Pablo Dobarro
ca7414c4cb Fix Mask Slice deleting the Face Sets
This was a TODO in the code. Previously the Face Set datalayer was
deleted and recreated with a constant ID of 0. Now the datalayer is
preserved and set to the SculptSession after slicing the mask and a new
ID is calculated for the new faces that the slicing operation produced,
so they can be easily isolated for further tweaking.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D8583
2020-08-18 12:20:05 +02:00
Clément Foucault
9443da6166 GPUBatch: Merge phase and ownership flags and cleanup there usage
Also add new flags to communicate specific behavior to future backend.
2020-08-13 14:20:24 +02:00
Clément Foucault
93165cbf47 GPUBatch: Remove most use of GPU_batch_draw_advanced()
This is in order to better encapsulate / isolate the drawing code.
2020-08-13 14:20:23 +02:00
Clément Foucault
854c999d82 GPUShader: Change shader state tracking to be part of the GPUContext
This remove the use of batch->program and replace it with batch->shader.

This will allow GL abstraction latter.
2020-08-13 14:20:23 +02:00
Germano Cavalcante
11509c14c3 Fix T75588: Missing loop cuts preview for edges without quads
The preview of points was only done when the edge is wire.

Now the preview of points is done when the edge is not connected to any
quad.

Also to avoid edge slide in this case, all new vertices created in this
specific case are not selected.

Differential Revision: https://developer.blender.org/D7457
2020-08-11 13:02:37 -03:00
Campbell Barton
77c4ed1d04 Merge branch 'blender-v2.90-release' into master 2020-08-11 16:34:50 +10:00
Campbell Barton
23a6b5d91e BMesh: add UV calculate center call
Move uv_poly_center to BM_face_uv_calc_center_median as
it was only defined in uvedit_intern.h
2020-08-11 15:11:31 +10:00
Campbell Barton
171e77c3c2 Cleanup: use array syntax for sizeof with fixed values
Also order sizeof(..) first to promote other values to size_t.
2020-08-08 13:38:00 +10:00
Campbell Barton
48e089375e Cleanup: pass arrays const where possible 2020-08-07 22:56:13 +10:00
Campbell Barton
b134434224 Cleanup: declare arrays arrays where possible 2020-08-07 22:37:39 +10:00
Jacques Lucke
7283e6fb73 Merge branch 'blender-v2.90-release' into master 2020-08-07 10:04:57 +02:00
Jacques Lucke
91694b9b58 Code Style: use "#pragma once" in source directory
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.

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

Differential Revision: https://developer.blender.org/D8466
2020-08-07 09:50:34 +02:00
Yevgeny Makarov
91be94d465 UI: Fixes and small improvements to some labels and UI messages
Small tweaks to make labels and texts more correct, consistent and
polished.

Reviewed by: Aaron Carlisle, Julian Eisel

Differential Revision: https://developer.blender.org/D8346
2020-08-06 14:50:45 +02:00
Sebastian Parborg
e4370eccdf Fix T71488: Flipping Custom Split Normal Data leads to artifacts
The winding order of the faces changes when flipping the faces.
This lead to the loop indices changing as well.

Now we take this into account when restoring and flipping the custom
normals. Before the normals would be swapped.
2020-08-04 19:43:34 +02:00
Sebastian Parborg
0d3b5a5068 Fix T71488: Flipping Custom Split Normal Data leads to artifacts
The winding order of the faces changes when flipping the faces.
This lead to the loop indices changing as well.

Now we take this into account when restoring and flipping the custom
normals. Before the normals would be swapped.
2020-08-04 19:32:24 +02:00
Hans Goudey
862d79fffc Cleanup: Reduce indentation in function 2020-08-03 17:40:07 -04:00
Bastien Montagne
fcf91bbf0d Merge branch 'blender-v2.90-release' 2020-07-28 18:32:11 +02:00
Bastien Montagne
9c1da81a4c Fix T54544: "Copy Materials to Selected" only works when materials are defined on the mesh.
Build a temp matarray storing materials from obdata and source object
(depending on slots 'allocation' of source object), and assign those to
targets.

Also remove limitation of 'using same obdata is forbidden', just never
edit obdata materials in that case...

Certainly not perfect, but already much better than existing code.
2020-07-28 18:31:51 +02:00
Campbell Barton
9d412a92f5 Cleanup: incorrect spelling of 'manhattan' 2020-07-28 22:06:44 +10:00
Campbell Barton
2a52c2d001 Cleanup: spelling, comments 2020-07-28 21:49:37 +10:00
Yevgeny Makarov
8f658ec27c UI: use term 'Vertex' instead of 'Vert' 2020-07-22 16:22:23 +10:00
Hans Goudey
4aa2a5481c Bevel: Refactor "Vertex Only" to an enum
This matches the change that was done to the bevel modifier so that the
interface for the modifier, the active tool, and the operator are consistent.

 This commit extends the refactor to the bmesh implementation too, so
that the parameters in the implementation don't stray too far from what
is exposed.

Tests are adjusted and still pass.
2020-07-21 16:32:00 -04:00
Hans Goudey
17ebbdf1c1 UI: Use consistent layout for custom operator UI
Operators are one of the last places in Blender to use older UI designs
that don't fit in with recent style conventions. This commit updates
these custom operator UI callbacks for consistency and clarity.

Some of the code is also simplified a lot. Some of the older operator layouts
were much more complex (in terms of code) than they needed to be.

See the differential revision for a before and after screenshot
of each operator.

Differential Revision: https://developer.blender.org/D8326
2020-07-21 11:13:18 -04:00
Campbell Barton
b88dd3b8e7 UV: remove selection threshold for nearby coordinates
Internally UV selection considered close UV's to be connected.
While this could be convenient in some cases,
it complicates logic for more advanced selection operations that
need to check when UV's should be considered part of the same vertex
since simple threshold checks would give different results depending
on the order of UV's tested.

Users must now run "Merge by Distance" instead of relying
on this selection threshold.
2020-07-21 14:32:21 +10:00
Germano Cavalcante
ac5f011e9c Fix T70455: Knife Tool failing to cut edges
Analyzing the cuts, the points shown in the viewport (indicating the
previous and current cuts) do not correspond to the final cuts.

Sometimes a point, even snapped to a vert, is a point that cuts an edge and
sometimes a point, even snapped to an edge, is a point that cuts only the face.

This is because the detection of snapping vertices from mouse is different
from the "snap" that detects vertices that are cut.

So small projection inaccuracies can result in detection failures.

The solution for this is simply to confirm the cuts whose vertices
indicate the `prev` ou and `cur` point.

The tolerance distance does not need to be calculated in these cases.
2020-07-20 08:52:11 -03:00
Clément Foucault
d9228c557b Cleanup: KnifeTool: Replace glPolygonOffset by GPU_polygon_offset 2020-07-18 03:46:12 +02:00
Campbell Barton
a3d90337b8 Cleanup: spelling 2020-07-16 11:09:39 +10:00
Sebastian Parborg
2ba1cf4b40 Fix T78880: UV Editor - Match prop edit connected behavior with mesh editing and fix Rip Region double proportional checkbox
This fixes the double prop edit checkbox in the redo menu.

This also makes it so that proportional edit in connected mode now
matches how it behaves in mesh edit mode.

Without this change, ripping in UV edit mode with proportional edit on
would be useless as the UV verts you ripped will still be stuck together
even if they were not connected anymore.

Reviewed By: Campbell

Differential Revision: http://developer.blender.org/D8289
2020-07-14 17:27:48 +02:00
Sergey Sharybin
25fc84bf2e Fix wrong vector size functions used in knife tool
Should not use copy_v3_v3 on a 2 element vectors.
2020-07-14 10:43:32 +02:00
Germano Cavalcante
37fb586a0b Cleanup: remove unnecessary member
`Kfv-> sco` was being treated as a local variable, and can be
confusing since this value is not updated when navigating the viewport.
2020-07-13 16:10:45 -03:00
Jacques Lucke
725973485a Clang Tidy: enable readability-non-const-parameter warning
Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.

Differential Revision: https://developer.blender.org/D8199
2020-07-13 11:27:09 +02:00
Campbell Barton
3dd460aa7f Cleanup: spelling 2020-07-10 11:49:46 +10:00
Pablo Dobarro
6778949e01 Fix repeated Face Sets IDs when joining meshes
As Face Sets IDs start from 0 and increase by 1 each time a new face set
is created in a mesh, when joining multiple meshes it could happen that
the same ID is used by several unrelated areas in multiple objects. This
checks the Face Sets IDs when joining meshes and ensures that they are
not repeated between different objects when joining them, so in the
resulting mesh all previous face sets will have different IDs.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D8224
2020-07-09 17:56:56 +02:00
Campbell Barton
ea5fe7abc1 UV: path selection support
This adds support for path selection for vertex edge & face selection
modes, matching mesh editing behavior, useful with the UV rip tool.

Region select & edge tagging are currently not supported,
although they could be added eventually.
2020-07-09 18:43:23 +10:00
Germano Cavalcante
dad3de89dc Fix: remove accidental code
`v1` and `v2` are already set.
2020-07-07 11:27:23 -03:00
Germano Cavalcante
20558848d3 Optimization: use BLI_bvhtree_intersect_plane to detect faces that will be affected by the knife tool
The knife code currently calls the `BLI_bvhtree_overlap` function that
tests the overlap between the mesh tree and an AABB that encompasses the
points projected in the clip_start, clip_end and or clip_planes of the
view.

This resulted in many false positives since the AABB is very large.
Often all the triangles "overlapped".

The solution was to create a new function that actually tests the
intersection of AABB with a plane.

Even not considering the clip_planes of the view, this solution is more
appropriate than using overlap.

Differential Revision: https://developer.blender.org/D8229
2020-07-07 10:55:57 -03:00
Germano Cavalcante
924578ce19 Optimization: Don't compute the snap to face on the knife tool twice
Both `knife_find_closest_vert` and `knife_find_closest_edge` call
`knife_find_closest_face`. Thus, running the raycast twice and setting
values like `kcd->curr.bmface` and `kcd->curr.is_space` repeatedly.

So:
- separate `knife_find_closest_face` from `knife_find_closest_vert` and `knife_find_closest_edge`.
- rename `knife_find_closest_vert` to `knife_find_closest_vert_of_face`
- rename `knife_find_closest_edge `to `knife_find_closest_edge_of_face`.
- do not set parameters previously set.

Differential Revision: https://developer.blender.org/D8198
2020-07-06 09:49:00 -03:00
Sergey Sharybin
cad2d32be6 Clang-Tidy: Enable bugprone-misplaced-widening-cast 2020-07-03 17:10:27 +02:00
Sybren A. Stüvel
19483125f8 Cleanup: Editors/Mesh, Clang-Tidy else-after-return fixes
This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/editors/mesh` module.

No functional changes.
2020-07-03 16:15:00 +02:00
Campbell Barton
36d6aa428f Cleanup: spelling 2020-07-01 13:12:24 +10:00
Pablo Dobarro
f7bbc7cdbb Sculpt Vertex Colors: Initial implementation
Sculpt Vertex Colors is a painting system that runs inside sculpt mode, reusing all its tools and optimizations. This provides much better performance, easier to maintain code and more advanced features (new brush engine, filters, symmetry options, masks and face sets compatibility...). This is also the initial step for future features like vertex painting in Multires and brushes that can sculpt and paint at the same time.

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

Reviewed By: brecht

Maniphest Tasks: T72866

Differential Revision: https://developer.blender.org/D5975
2020-06-23 16:28:50 +02:00