Since rigid bodies need their world to be be updated correctly we now
pass it alongside the parent scene in scene_update_tagged_recursive().
Add BKE_object_handle_update_ex() as well as other object functions
that take a RigidBodyWorld for this.
Ideally this shouldn't be needed but we'd have to restructure scene
handling for that. It's not a small taks however and definitely not
something that can be done before release.
Thanks to Campbell for review.
Blender's triangulator has been rescued :)
This commit fixes errors with concave holes inside polygons.
Simple explanation:
Blender "ScanFill" works by sorting vertices from top-left to bottom-right, and connecting
these vertices with a sorted list of edges they have.
The inner loop then goes over every vertex, its edges, and tries to make triangles by
checking vertices that are next in the list.
- if the triangle has points inside: it creates an edge to this vertex, and continues
- else: add new triangle.
Very simple, fast and efficient. But it needed one more check for the first step: it should
check every vertex inside the triangle, and pick the best vertex for an edge based on forming
the sharpest angle with the tested edge. That solves the case for concave holes.
Blender ScanFill was coded 20 years ago, and is an own invention. I wanted a triangulator that
just fills any collection of polygons, including with holes.
No idea if this was ever published in a paper!
This was caused by multiple instantiations of the same basic problem. The
rigidbody handling code often assumed that "scene" pointers referred to the
scene where an object participating in the sim resided (and where the rigidbody
world for that sim lived). However, when dealing with background sets, "scene"
often only refers to the active scene, and not the set that the object actually
came from. Hence, the rigidbody code would often (wrongly) conclude that there
was nothing to do.
For example, we may have the following backgound set/scene chaining scenario:
"active" <-- ... <-- set i (rigidbody objects live here) <-- ... <-- set n
The fix here is a multi-part fix:
1) Moved sim-world calculation from BKE_scene_update_newframe() to
scene_update_tagged_recursive()
+ This is currently the only way that rigidbody sims in background sets will
get calculated, as part of the recursion
- These checks will get run on each update. <--- FIXME!!!
2) Tweaked depsgraph code so that when checking if there are any time-dependent
features on objects to tag for updating, the checking is done relative to the
scene that the object actually resides in (and not the active scene). Otherwise,
even if we recalculate the sim, the affected objects won't get tagged for
updating. This tagging is needed to actually flush the transforms out of the
RigidBodyObject structs (written by the sim/cache) and into the Object
transforms (obmat's)
3) Removed the requirement for rigidbody world to actually exist before we can
flush rigidbody transforms. In many cases, it should be sufficient to assume
that because the object with rigidbody data attached has been tagged for
updates, it should have updates to perform. Of course, we still check on this
data if we've got it, but that's only if the sim is in the active scene.
- TODO: if we have further problems, we should investigate passing the
"actual" scene down alongside the "active" scene for BKE_object_handle_update().
Now we do simple triangulation and calculate signed area of triangles to
account for concave polygons.
This only works correct for planar polygons but gives better results
overall.
finally last transform tool relying on alt has an alternative.
Sequencer slide which makes room for the placed strip by moving others - Pressing G a second time toggles this behavior.
Error since July 2005, when DerivedMesh was introduced.
Vertex and Face duplicators now work for all modifiers. (not only deformers).
For example mirror and array modifier didn't work.
ShrinkFatten operator now uses scale key to toggle 'Even thickness' option.
With the default keymap this is Alt+S,S.
Added functionality so the header print can get the key used for the modal keymap, some other operators should make use of this too.
- update man page for new additions since last release.
- note that --start-console argument is windows only.
- correct own assertion in own recent commit.
The do-version handling for Userdef is outside file reading, which makes
it needed to store the file version in UserDef, so it gets the correct
version to handle.
Thanks Antonis R. for pointing at the omission!
Also removed the mindboggling define. If you do such, then make it
like "MAIN_VERSION_OLDER_THAN() or so.
In general version hacking could be limited much better... ask me
before even thinking to add one, most optimal is to do it in a way
it's not depending on a version ever - forward/backward compatible.
This also revealed another bug, as you could not explicitely set default context to text_ctxt UI func parameter (None is not accpeted by RNA string props), so I had to change default context from py POV to "*" instead of None.
Anyway, that physics UI translation remains weak, as the trick used here (helper func) prevents message extractor script to directly find them. Currently it works because specified labels are also defined elsewhere, but it would be nice to have some kind of "translation markers" in py code too (similar to our N_/CTX_N_ C macros, unfortunately python does not have preprocessing ;) )...
automatically flip the unpinned faces to point down too, instead of trying to
unwrap them in the other direction and giving bad results.
If there's a mix of faces pinned up and down it will pick the direction with the
biggest area.