This adds an option to force fields of type "Force", which enables the
simulation of gravitational behavior (dist^-2 falloff).
Patch by @AndreasE
Reviewers: #physics, LucaRood, mont29
Reviewed By: #physics, LucaRood, mont29
Tags: #physics
Differential Revision: https://developer.blender.org/D2389
Note that since there is no (efficient) ways to get arrays of
MVert/MEdge/etc. out of a BMesh, I refactored quite heavily internals of
BKE_mesh_render.
Now, when you do need acess to mesh data to generate cached batches, you
create an abstract struct from mesh (either Mesh or BMesh if available),
and then use advanced helpers to extract needed data, on a per-item
basis (no more handling of arrays of verts/edges/... in batches code).
This allows to:
* Avoid having to create arrays of BMesh elements.
* Take advantage of existing advanced BMesh topology and connectivity data.
Reviewers: dfelinto, fclem, merwin
Differential Revision: https://developer.blender.org/D2521
Please never, ever use same DNA var for two different things. Even worse
if they do not have same type and ranges!
This is only ensuring issues (as described in report, but also if
animating both RNA props using same DNA var... yuck).
And we were not even saving any byte in DNA, could reuse some padding
there to store the two new needed vars (yes, two, since we cannot re-use
existing one if we want to keep backward *and* forward compatibility).
Replaced all calls to `imm_draw_line` by plain `immVertex2f` calls, and
removed `imm_draw_line`, as that function was not supposed to exist in
the first place, and causes unnecessary calls to `immBegin`/`immEnd`.
Part of T49043
* Fix several wrong coordinates, causing things to be drawn in the wrong places.
* Remove unexpected return.
* Slight peformance improvement, by reducing number of shader binds.
* Minor code style stuff.
Part of T49043
Was actually harmeless and not crashing, but I'd say more or less only
by luck: the NULL-check for region data would only evaluate to true for
the correct 3D View region. However, if we were to add region data to a
different region type in future, this would lead to undefined behavior
if executed in the wrong region.
So... Curve+shapekey was even more broken than it looked, this report was
actually a nice crasher (immediate crash in an ASAN build when trying to
edit a curve shapekey with some viewport rendering enabled).
There were actually two different issues here.
I) The less critical: rB6f1493f68fe was not fully fixing issues from
T50614. More specifically, if you updated obdata from editnurb
*without* freeing editnurb afterwards, you had a 'restored' (to
original curve) editnurb, without the edited shapekey modifications
anymore. This was fixed by tweaking again `calc_shapeKeys()` behavior in
`ED_curve_editnurb_load()`.
II) The crasher: in `ED_curve_editnurb_make()`, the call to
`init_editNurb_keyIndex()` was directly storing pointers of obdata
nurbs. Since those get freed every time `ED_curve_editnurb_load()` is
executed, it easily ended up being pointers to freed memory. This was
fixed by copying those data, which implied more complex handling code
for editnurbs->keyindex, and some reshuffling of a few functions to
avoid duplicating things between editor's editcurve.c and BKE's curve.c
Note that the separation of functions between editors and BKE area for
curve could use a serious update, it's currently messy to say the least.
Then again, that area is due to rework since a long time now... :/
Finally, aligned 'for_render' curve evaluation to mesh one - now
editing a shapekey will show in rendered viewports, if it does have some
weight (exactly as with shapekeys of meshes).
This adds initial support for reordering collections from the Outliner
using drag & drop.
Although drag & drop support is limited to collections for now, this
lays most foundations for general drag & drop reordering support in the
Outliner. There are some design questions to be answered though:
* Would reordering of other data types (like objects) be a purely visual change or would it affect the order in which they are stored? (Would that make a difference for the user?)
* Should/can we allow mixing of different data types? (e.g. mixing render layers with objects)
* How could we realize this technically?
Notes:
* "Sort Alphabetically" has to be disabled to use this ("View" menu).
* Reordering only works with collections on the same hierarchy level.
* Added some visual feedback that should work quite well, it's by far not a final design though: {F493806}
* Modified collection orders are stored in .blends.
* Reordering can be undone.
* Did minor cleanups here and there.
This was fixed ages ago for the interface case but not for the
command line. The thing here is that currently external engines
are relying on reports system to indicate that error happened
so suppressing reports storage in the background mode prevented
render pipeline from detecting errors happened.
This is all weak and i don't like it, but this is better than
delivering black frames from the farm.
This should give the overall direction to whom wants to finish it.
- Renamed EDIT mode engine to EDIT_MESH mode engine
- Introduce EDIT_ARMATURE mode engine
- Started to port legacy drawarmature.c to draw_armature.c
- Added runtime display matrices to EditBone and bPoseChannel
- Added Object space instance vertex shader and modified the simple lighting shader accordingly
New logic of split_faces was leaving mesh in a proper state
from Blender's point of view, but Cycles wanted loop normals
to be "flushed" to vertex normals.
Now we do such a flush from Cycles side again, so we don't
leave bad meshes behind.
Thanks Bastien for assistance here!
Finding which loop should share its vertex with which others is not easy
with regular Mesh data (mostly due to lack of advanced topology info, as
opposed with BMesh case).
Custom loop normals computing already does that - and can return 'loop
normal spaces', which among other things contain definitions of 'smooth
fans' of loops around vertices.
Using those makes it easy to find vertices (and then edges) that needs
splitting.
This commit also adds support of non-autosmooth meshes, where we want to
split out flat faces from smooth ones.
The issue seems to be caused by vertex normal being re-calculated
to something else than loop normal, which also caused wrong loop
normals after re-calculation.
For now issue is solved by preserving CD_NORMAL for loops after
split_faces() is finished, so render engine can access original
proper value.