Set sharp flag in many places to keep default behavior unchanged
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@ -183,6 +183,7 @@ Mesh *volume_to_mesh(const openvdb::GridBase &grid,
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mesh->loops_for_write());
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BKE_mesh_calc_edges(mesh, false, false);
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BKE_mesh_smooth_flag_set(mesh, false);
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return mesh;
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}
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@ -179,9 +179,7 @@ static int voxel_remesh_exec(bContext *C, wmOperator *op)
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BKE_mesh_nomain_to_mesh(new_mesh, mesh, ob);
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if (smooth_normals) {
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BKE_mesh_smooth_flag_set(static_cast<Mesh *>(ob->data), true);
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}
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BKE_mesh_smooth_flag_set(static_cast<Mesh *>(ob->data), smooth_normals);
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if (ob->mode == OB_MODE_SCULPT) {
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ED_sculpt_undo_geometry_end(ob);
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@ -903,9 +901,7 @@ static void quadriflow_start_job(void *customdata, bool *stop, bool *do_update,
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BKE_mesh_nomain_to_mesh(new_mesh, mesh, ob);
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if (qj->smooth_normals) {
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BKE_mesh_smooth_flag_set(static_cast<Mesh *>(ob->data), true);
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}
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BKE_mesh_smooth_flag_set(static_cast<Mesh *>(ob->data), qj->smooth_normals);
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if (ob->mode == OB_MODE_SCULPT) {
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ED_sculpt_undo_geometry_end(ob);
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@ -408,6 +408,7 @@ Mesh *create_cuboid_mesh(const float3 &size,
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MutableSpan<MVert> verts = mesh->verts_for_write();
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MutableSpan<MPoly> polys = mesh->polys_for_write();
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MutableSpan<MLoop> loops = mesh->loops_for_write();
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BKE_mesh_smooth_flag_set(mesh, false);
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calculate_verts(config, verts);
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@ -183,9 +183,7 @@ static Mesh *modifyMesh(ModifierData *md, const ModifierEvalContext *ctx, Mesh *
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}
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BKE_mesh_copy_parameters_for_eval(mesh, input_mesh);
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if (vmmd->flag & VOLUME_TO_MESH_USE_SMOOTH_SHADE) {
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BKE_mesh_smooth_flag_set(mesh, true);
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}
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BKE_mesh_smooth_flag_set(mesh, vmmd->flag & VOLUME_TO_MESH_USE_SMOOTH_SHADE);
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return mesh;
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#else
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UNUSED_VARS(md);
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@ -45,6 +45,8 @@ static Mesh *hull_from_bullet(const Mesh *mesh, Span<float3> coords)
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BKE_id_material_eval_ensure_default_slot(&result->id);
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}
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BKE_mesh_smooth_flag_set(result, false);
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/* Copy vertices. */
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MutableSpan<MVert> dst_verts = result->verts_for_write();
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for (const int i : IndexRange(verts_num)) {
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@ -105,6 +105,7 @@ static Mesh *cdt_to_mesh(const meshintersect::CDT_result<double> &result)
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/* The delaunay triangulation doesn't seem to return all of the necessary edges, even in
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* triangulation mode. */
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BKE_mesh_calc_edges(mesh, true, false);
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BKE_mesh_smooth_flag_set(mesh, false);
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return mesh;
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}
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@ -886,6 +886,7 @@ static Mesh *calc_dual_mesh(const Mesh &src_mesh,
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}
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Mesh *mesh_out = BKE_mesh_new_nomain(
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vertex_positions.size(), new_edges.size(), 0, loops.size(), loop_lengths.size());
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BKE_mesh_smooth_flag_set(mesh_out, false);
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transfer_attributes(vertex_types,
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keep_boundaries,
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@ -109,6 +109,7 @@ static Mesh *create_circle_mesh(const float radius,
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circle_corner_total(fill_type, verts_num),
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circle_face_total(fill_type, verts_num));
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BKE_id_material_eval_ensure_default_slot(&mesh->id);
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BKE_mesh_smooth_flag_set(mesh, false);
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MutableSpan<MVert> verts = mesh->verts_for_write();
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MutableSpan<MEdge> edges = mesh->edges_for_write();
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MutableSpan<MPoly> polys = mesh->polys_for_write();
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@ -690,6 +690,7 @@ Mesh *create_cylinder_or_cone_mesh(const float radius_top,
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Mesh *mesh = BKE_mesh_new_nomain(
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config.tot_verts, config.tot_edges, 0, config.tot_corners, config.tot_faces);
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BKE_mesh_smooth_flag_set(mesh, false);
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BKE_id_material_eval_ensure_default_slot(&mesh->id);
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MutableSpan<MVert> verts = mesh->verts_for_write();
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@ -54,6 +54,7 @@ Mesh *create_grid_mesh(const int verts_x,
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0,
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edges_x * edges_y * 4,
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edges_x * edges_y);
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BKE_mesh_smooth_flag_set(mesh, false);
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MutableSpan<MVert> verts = mesh->verts_for_write();
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MutableSpan<MEdge> edges = mesh->edges_for_write();
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MutableSpan<MPoly> polys = mesh->polys_for_write();
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@ -315,6 +315,7 @@ static Mesh *create_uv_sphere_mesh(const float radius,
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0,
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sphere_corner_total(segments, rings),
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sphere_face_total(segments, rings));
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BKE_mesh_smooth_flag_set(mesh, false);
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BKE_id_material_eval_ensure_default_slot(&mesh->id);
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MutableSpan<MVert> verts = mesh->verts_for_write();
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MutableSpan<MEdge> edges = mesh->edges_for_write();
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@ -141,6 +141,7 @@ static Mesh *create_mesh_from_volume_grids(Span<openvdb::GridBase::ConstPtr> gri
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}
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BKE_mesh_calc_edges(mesh, false, false);
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BKE_mesh_smooth_flag_set(mesh, false);
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return mesh;
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}
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