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
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
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
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
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.
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.
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.
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.
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
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.
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.
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
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
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.
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
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
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
This will allow the easier addition of a constant radius mode in the
future and some changes in the UI to mirror the recent similar change
from "Only Vertices" to the "Affect" enum.
This mode is like Percent, but measures absolute distance along
adjacent edges instead of a percentage.
So, for example, if you use this mode with 2 segments and profile=1,
you will see the length that the bevel moves along unbeveled edges
between beveled ones will match the value specified.
Many users seem to expect this behavior, even though it means the
bevel width is uneven, so this option is for them.
Using enum type itself in implementations, and uint in headers (as using
enums types in headers is a pain when enum are not defined and used in a
single same header file...).