Deprecate legacy MFace data storage #45474

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opened 2015-07-17 22:48:59 +02:00 by Campbell Barton · 14 comments

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

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:

  • Particles
  • Blender Internal Renderer
  • Cycles
  • Cycles Baking
Remove use of MFace where tellellation triangles are appropriate. The goal of this task is to continue work from [D1405](https://archive.blender.org/developer/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 ---- - DerivedMesh Drawing *(many commits)* - Project paint 416d164fec - Dynamic paint [D1429](https://archive.blender.org/developer/D1429), e48c4d73d3 - `imapaint_pick_uv` cdd1be44c5 - Smoke [D1424](https://archive.blender.org/developer/D1424) cc5d48e8dd - `source/blender/editors/armature/meshlaplacian.c` e3f86c6580 - `source/blender/modifiers/intern/MOD_remesh.c` e5e9fbfaf0 - `source/blender/blenkernel/intern/rigidbody.c` 23a4f547e7 - `source/blender/editors/transform/transform_snap.c` 717046ad2a 60822ec183 - BVHTree *(currently support both MFace and LoopTri until everything is moved over)* - Collision modifier c582e186d9 - Softbody 63215aea6f 31fe49626f - `source/blender/modifiers/intern/MOD_laplaciandeform.c` 20ec508ca3 - `source/blender/modifiers/intern/MOD_laplaciansmooth.c` f1a9a8cbfd - DerivedMesh tangents 2ec00ea0c1 - Cloth c4b2bef163 - Fluid 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:** - Particles - Blender Internal Renderer - Cycles - Cycles Baking
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Changed status to: 'Open'

Changed status to: 'Open'
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Added subscriber: @ideasman42

Added subscriber: @ideasman42
Campbell Barton self-assigned this 2015-07-17 22:50:07 +02:00
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Added subscriber: @Psy-Fi

Added subscriber: @Psy-Fi

Added subscriber: @mont29

Added subscriber: @mont29
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Added subscriber: @scorpion81

Added subscriber: @scorpion81

Added subscriber: @Sergey

Added subscriber: @Sergey
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Added subscriber: @lichtwerk

Added subscriber: @lichtwerk
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will look into cloth

will look into cloth
Member

... which will touch collisions, which will touch softbody/particles.... so atm it seems this will happen all in one go....

... which will touch collisions, which will touch softbody/particles.... so atm it seems this will happen all in one go....
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Added subscriber: @Blendify

Added subscriber: @Blendify
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@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.

@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.
Member

@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]

@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]
Author
Owner

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
Author
Owner

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.

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.
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Reference: blender/blender#45474
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