Added propagation of displacement to a higher levels.
Has the same limitation as reshape from object, which makes
grids somewhat choppy due to linear interpolation nature.
This is to be addressed next.
This brings basic implementation of displacement propagation
to a higher levels. Currently does linear interpolation between
grid points at which reshape happened. It makes results a bit
choppy, proper solution would be to use some interpolation
weights from the limit patch.
Makes it so smooth brush works properly, without causing grids
to become disconnected from each other.
This need to optimize the code for brush, to only average edges
and vertices which are adjacent to modified faces.
This information is stored for each non-loose edge.
For each of such edge we store:
- List of CCG faces it is adjacent to.
This way we can easily check whether it is adjacent to
any face which is tagged for update or so.
- List of boundary elements from adjacent grids.
This allows to traverse along the edge and average all
adjacent grids.
The main goal of this patch is to cleanup the interface of every modifier. More specifically the interface of modifiers should be DerivedMesh-free.
Internally some modifiers still use DerivedMesh. However I think it is better when the wrappers are in the modifiers so that higher level functions can use the simplified interface.
This patch removes the applyModifier_DM and applyModifierEM_DM functions. In a previous patch (rB3614d9d) the other functions that used DerivedMesh have been removed.
Reviewers: brecht
Since shape keys are stored as raw floating point data, this
unfortunately requires changes to all code that works with it.
An additional complication is that bezier and nurbs control
points have different entry size, and can be mixed in the same
object (and hence shape key buffer).
Shape key entries are changed from:
bezier: float v1[3], v2[3], v3[3], tilt, pad, pad;
nurbs: float vec[3], tilt;
To:
bezier: float v1[3], v2[3], v3[3], tilt, radius, pad;
nurbs: float vec[3], tilt, radius, pad;
The official shape key element size is changed to 3 floats,
with 4 elements for bezier nodes, and 2 for nurbs. This also
means that the element count is not equal to the vertex count
anymore.
While searching for all curve Shape Key code, I also found that
BKE_curve_transform_ex and BKE_curve_translate were broken. This
can be seen by trying to change the Origin of a Curve with keys.
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D3676
Terms get/set don't make much sense when casting values.
Name macros so the conversion is obvious,
use common prefix for easier completion.
- GET_INT_FROM_POINTER -> POINTER_AS_INT
- SET_INT_IN_POINTER -> POINTER_FROM_INT
- GET_UINT_FROM_POINTER -> POINTER_AS_UINT
- SET_UINT_IN_POINTER -> POINTER_FROM_UINT
Simple isn't a good prefix for library names since
lots of unrelated modules could be called 'simple'.
Include 'py' in module name since this is a subset of Python,
one of the main motivations for this is to be Python like/compatible.
These can now be acessed from the File > New, Ctrl+N, or the splash screen.
Since these are application templates, users can save a separate startup.blend
for each. User preferences are shared between these templates though.
This also fixes some issues in the default startup.blend (triangulated cube..).
Differential Revision: https://developer.blender.org/D3690
The goal here is to make app templates usable for default templates
that we can ship with Blender. These only have a custom startup.blend
currently and so are quite limited compared to app templates that fully
customize Blender.
But still it seems like the same kind of concept where we should be
sharing the code and UI. It is useful to be able to save a startup.blend
per template, and I can imagine some scripting being useful in the future
as well.
Changes made:
* File > New and Ctrl+N now list the templates, replacing a separate
Application Templates menu that was not as easy to discover.
* File menu now shows name of active template above Save Startup File
and Load Factory Settings to indicate these are saved/loaded per
template.
* The "Default" template was renamed to "General".
* Workspaces can now be added from any of the template startup.blend
files when clicking the (+) button in the topbar.
* User preferences are now fully shared between app templates, unless
the template includes a custom userpref.blend. I think this will be
useful in general, not all app templates need their own keymaps for
example.
* Previously Save User Preferences would save the current app template
and then Blender would start using that template by default. I've
disabled this, to me it seems it was unintentional, or at least not
clear at all that saving user preferences also makes the current
Differential Revision: https://developer.blender.org/D3690
This makes it so coordinates and normals for CCG are calculated
with mutires displacement taken into account. This solves issues
with multires displacement being lost when entering sculpt mode.
The missing part is averaging of normals along grid boundaries.
But even then sculpting shows decent results.
The plan to solve that would be to introduce function to stitch
grids, which can also be used by Smooth brush which requires
this.
Recently @sergey found that hard-coding evaluation of certain very
common driver expressions without calling the Python interpreter
produces a 30-40% performance improvement. Since hard-coding is
obviously not suitable for production, I implemented a proper
parser and interpreter for simple arithmetic expressions in C.
The evaluator supports +, -, *, /, (), ==, !=, <, <=, >, >=,
and, or, not, ternary if; driver variables, frame, pi, True, False,
and a subset of standard math functions that seem most useful.
Booleans are represented as numbers, since within the supported
operation set it seems to be impossible to distinguish True/False
from 1.0/0.0. Boolean operations properly implement lazy evaluation
with jumps, and comparisons support chaining like 'a < b < c...'.
Expressions are parsed into a very simple stack machine program
that can then be safely evaluated in multiple threads.
Reviewers: sergey, campbellbarton
Differential Revision: https://developer.blender.org/D3698