Merge branch 'master' into blender2.8

This commit is contained in:
Campbell Barton 2018-02-08 23:48:36 +11:00
commit c3e61cab8a
5 changed files with 66 additions and 28 deletions

View File

@ -2792,9 +2792,22 @@ void BKE_mesh_recalc_looptri(
}
else if (mp_totloop == 4) {
ML_TO_MLT(0, 1, 2);
MLoopTri *mlt_a = mlt;
mlooptri_index++;
ML_TO_MLT(0, 2, 3);
MLoopTri *mlt_b = mlt;
mlooptri_index++;
if (UNLIKELY(is_quad_flip_v3_first_third_fast(
mvert[mloop[mlt_a->tri[0]].v].co,
mvert[mloop[mlt_a->tri[1]].v].co,
mvert[mloop[mlt_a->tri[2]].v].co,
mvert[mloop[mlt_b->tri[2]].v].co)))
{
/* flip out of degenerate 0-2 state. */
mlt_a->tri[2] = mlt_b->tri[2];
mlt_b->tri[0] = mlt_a->tri[1];
}
}
#endif /* USE_TESSFACE_SPEEDUP */
else {

View File

@ -85,6 +85,7 @@ bool is_quad_convex_v3(const float v1[3], const float v2[3], const float v3[3],
bool is_quad_convex_v2(const float v1[2], const float v2[2], const float v3[2], const float v4[2]);
bool is_poly_convex_v2(const float verts[][2], unsigned int nr);
int is_quad_flip_v3(const float v1[3], const float v2[3], const float v3[3], const float v4[3]);
bool is_quad_flip_v3_first_third_fast(const float v0[3], const float v1[3], const float v2[3], const float v3[3]);
/********************************* Distance **********************************/

View File

@ -4903,6 +4903,18 @@ int is_quad_flip_v3(const float v1[3], const float v2[3], const float v3[3], con
return ret;
}
bool is_quad_flip_v3_first_third_fast(const float v1[3], const float v2[3], const float v3[3], const float v4[3])
{
float d_12[3], d_13[3], d_14[3];
float cross_a[3], cross_b[3];
sub_v3_v3v3(d_12, v2, v1);
sub_v3_v3v3(d_13, v3, v1);
sub_v3_v3v3(d_14, v4, v1);
cross_v3_v3v3(cross_a, d_12, d_13);
cross_v3_v3v3(cross_b, d_14, d_13);
return dot_v3v3(cross_a, cross_b) > 0.0f;
}
/**
* Return the value which the distance between points will need to be scaled by,
* to define a handle, given both points are on a perfect circle.

View File

@ -1426,6 +1426,17 @@ void BM_mesh_calc_tessellation(BMesh *bm, BMLoop *(*looptris)[3], int *r_looptri
(l_ptr_a[2] = l_ptr_b[1] = l = l->next);
( l_ptr_b[2] = l->next);
#endif
if (UNLIKELY(is_quad_flip_v3_first_third_fast(
l_ptr_a[0]->v->co,
l_ptr_a[1]->v->co,
l_ptr_a[2]->v->co,
l_ptr_b[2]->v->co)))
{
/* flip out of degenerate 0-2 state. */
l_ptr_a[2] = l_ptr_b[2];
l_ptr_b[0] = l_ptr_a[1];
}
}
#endif /* USE_TESSFACE_SPEEDUP */

View File

@ -225,6 +225,33 @@ void ANIM_set_active_channel(bAnimContext *ac, void *data, eAnimCont_Types datat
ANIM_animdata_freelist(&anim_data);
}
static void select_pchan_for_action_group(bAnimContext *ac, bActionGroup *agrp, bAnimListElem *ale)
{
/* Armatures-Specific Feature:
* See mouse_anim_channels() -> ANIMTYPE_GROUP case for more details (T38737)
*/
if ((ac->ads->filterflag & ADS_FILTER_ONLYSEL) == 0) {
if ((ale->id) && (GS(ale->id->name) == ID_OB)) {
Object *ob = (Object *)ale->id;
if (ob->type == OB_ARMATURE) {
/* Assume for now that any group with corresponding name is what we want
* (i.e. for an armature whose location is animated, things would break
* if the user were to add a bone named "Location").
*
* TODO: check the first F-Curve or so to be sure...
*/
bPoseChannel *pchan = BKE_pose_channel_find_name(ob->pose, agrp->name);
if (agrp->flag & AGRP_SELECTED) {
ED_pose_bone_select(ob, pchan, true);
}
else {
ED_pose_bone_select(ob, pchan, false);
}
}
}
}
}
/* Deselect all animation channels
* - data: pointer to datatype, as contained in bAnimContext
* - datatype: the type of data that 'data' represents (eAnimCont_Types)
@ -345,8 +372,8 @@ void ANIM_deselect_anim_channels(bAnimContext *ac, void *data, eAnimCont_Types d
case ANIMTYPE_GROUP:
{
bActionGroup *agrp = (bActionGroup *)ale->data;
ACHANNEL_SET_FLAG(agrp, sel, AGRP_SELECTED);
select_pchan_for_action_group(ac, agrp, ale);
agrp->flag &= ~AGRP_ACTIVE;
break;
}
@ -2398,33 +2425,7 @@ static void borderselect_anim_channels(bAnimContext *ac, rcti *rect, short selec
case ANIMTYPE_GROUP:
{
bActionGroup *agrp = (bActionGroup *)ale->data;
/* Armatures-Specific Feature:
* See mouse_anim_channels() -> ANIMTYPE_GROUP case for more details (T38737)
*/
if ((ac->ads->filterflag & ADS_FILTER_ONLYSEL) == 0) {
if ((ale->id) && (GS(ale->id->name) == ID_OB)) {
Object *ob = (Object *)ale->id;
if (ob->type == OB_ARMATURE) {
/* Assume for now that any group with corresponding name is what we want
* (i.e. for an armature whose location is animated, things would break
* if the user were to add a bone named "Location").
*
* TODO: check the first F-Curve or so to be sure...
*/
bPoseChannel *pchan = BKE_pose_channel_find_name(ob->pose, agrp->name);
if (agrp->flag & AGRP_SELECTED) {
ED_pose_bone_select(ob, pchan, true);
}
else {
ED_pose_bone_select(ob, pchan, false);
}
}
}
}
select_pchan_for_action_group(ac, agrp, ale);
/* always clear active flag after doing this */
agrp->flag &= ~AGRP_ACTIVE;
break;