Deprecate legacy MFace data storage #45474
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Reference: blender/blender#45474
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Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Remove use of MFace where tellellation triangles are appropriate.
The goal of this task is to continue work from D1405, which introduced tessellation triangles.
In summary,
MFace
is a legacy storage format for faces, and ideally should only be used for saving for older blender versions (The legacy mesh format options)/Done
416d164fec
e48c4d73d3
imapaint_pick_uv
cdd1be44c5
cc5d48e8dd
source/blender/editors/armature/meshlaplacian.c
e3f86c6580
source/blender/modifiers/intern/MOD_remesh.c
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source/blender/blenkernel/intern/rigidbody.c
23a4f547e7
source/blender/editors/transform/transform_snap.c
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c582e186d9
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31fe49626f
source/blender/modifiers/intern/MOD_laplaciandeform.c
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source/blender/modifiers/intern/MOD_laplaciansmooth.c
f1a9a8cbfd
2ec00ea0c1
c4b2bef163
03b2bccca8
TODO
This task is to keep track of TODO
Isolated areas:
...will need to detect 2x tri's as quads here:
Larger areas of code:
Changed status to: 'Open'
Added subscriber: @ideasman42
Added subscriber: @Psy-Fi
Added subscriber: @mont29
Added subscriber: @scorpion81
Added subscriber: @Sergey
Added subscriber: @lichtwerk
will look into cloth
... which will touch collisions, which will touch softbody/particles.... so atm it seems this will happen all in one go....
Added subscriber: @Blendify
@lichtwerk, The part of the code that all happens in one go is done now. But cloth logic is still using
MFace
's.Looks like this shares some code with softbody, which is now using looptri's, though the way springs work may make cloth more complicated. For now softbody ignores NGons completely, since the option is called "stiff quads", I think its OK, we could add some logic to add springs to an ngon's opposite vertices, though I have the impression for cloth/physics meshes, its not likely users rely on a lot of ngons anyway.
@ideasman42: OKi, thanx for this, we already had contact, just wanted to post here too that time is sparse the next days so please go ahead...
[in my limited uneducated tests in cloth --> this was working fine with tesselated looptris]
Changed status from 'Open' to: 'Resolved'
This is done for the mostpart, a few areas remain - such as particles and blender-internal render.
But this is a much bigger change to move to looptri.
So closing this task.